diff --git a/dnd5e.css b/dnd5e.css index a3e9c82f..6efdd3cd 100644 --- a/dnd5e.css +++ b/dnd5e.css @@ -258,9 +258,12 @@ background: transparent; } .sw5e.sheet .editable .rollable:hover { + cursor: pointer; +} +.sw5e.sheet .editable h4.rollable:hover, +.sw5e.sheet .editable .rollable:hover > h4 { color: #000; text-shadow: 0 0 10px red; - cursor: pointer; } .sw5e.sheet span.sep { flex: none; @@ -352,6 +355,7 @@ overflow: hidden; } .sw5e.sheet .filter-list { + align-items: center; list-style: none; margin: 0; padding: 0; @@ -409,6 +413,28 @@ margin: 0; padding: 0; } +.sw5e.sheet .items-list .item-name { + flex: 2; + margin: 0; + overflow: hidden; + font-size: 13px; + text-align: left; + align-items: center; +} +.sw5e.sheet .items-list .item-name h3, +.sw5e.sheet .items-list .item-name h4 { + margin: 0; + white-space: nowrap; + overflow-x: hidden; +} +.sw5e.sheet .items-list .item-controls { + flex: 0 0 60px; + justify-content: space-between; +} +.sw5e.sheet .items-list .item-controls a { + font-size: 12px; + text-align: center; +} .sw5e.sheet .items-list .item { align-items: center; padding: 0 2px; @@ -427,11 +453,6 @@ border: none; margin-right: 5px; } -.sw5e.sheet .items-list .item .item-name h4 { - margin: 0; - white-space: nowrap; - overflow-x: hidden; -} .sw5e.sheet .items-list .items-header { height: 28px; margin: 2px 0; @@ -445,28 +466,13 @@ font-size: 12px; text-align: center; } -.sw5e.sheet .items-list .items-header .item-name { +.sw5e.sheet .items-list .items-header h3 { padding-left: 5px; font-family: "Modesto Condensed", "Palatino Linotype", serif; font-size: 20px; font-weight: 700; - font-size: 16px; -} -.sw5e.sheet .items-list .item-name { - flex: 2; - margin: 0; - overflow: hidden; - font-size: 13px; text-align: left; - align-items: center; -} -.sw5e.sheet .items-list .item-controls { - flex: 0 0 60px; - justify-content: space-between; -} -.sw5e.sheet .items-list .item-controls a { - font-size: 12px; - text-align: center; + font-size: 16px; } .sw5e.sheet .effects .item .effect-source, .sw5e.sheet .effects .item .effect-duration, @@ -575,7 +581,21 @@ height: 30px; line-height: 30px; } -.sw5e.sheet.actor .attributes input.temphp { +.sw5e.sheet.actor .sheet-header .attributes .movement h4.attribute-name { + position: relative; +} +.sw5e.sheet.actor .sheet-header .attributes .movement .config-button { + position: absolute; + display: none; + right: 0; + top: 1px; + font-size: 12px; + font-weight: normal; +} +.sw5e.sheet.actor .sheet-header .attributes .movement:hover .config-button { + display: block; +} +.sw5e.sheet.actor .sheet-header .attributes input.temphp { width: 48%; } .sw5e.sheet.actor h4.box-title { @@ -787,7 +807,7 @@ margin: 0 0 3px 0; justify-content: space-between; } -.sw5e.sheet.actor .traits .configure-flags { +.sw5e.sheet.actor .traits .config-button { flex: 1; } .sw5e.sheet.actor .traits label { @@ -860,6 +880,9 @@ .sw5e.sheet.actor .inventory-list .item .item-name i.attuned { color: #7a7971; } +.sw5e.sheet.actor .inventory-list .item .item-name i.not-attuned { + color: #44191A; +} .sw5e.sheet.actor .inventory-list .item .item-uses input { width: 24px; text-align: center; @@ -891,6 +914,9 @@ .sw5e.sheet.actor .inventory-list .item-detail.item-action { flex: 0 0 100px; } +.sw5e.sheet.actor .inventory-list .item-detail.attunement { + flex: 0 0 24px; +} .sw5e.sheet.actor .inventory-list .item-weight { flex: 0 0 60px; border-left: 1px solid #c9c7b8; @@ -972,24 +998,22 @@ flex: 0 0 240px; margin: 0; } -.sw5e.sheet.actor .powercasting-ability input, +.sw5e.sheet.actor .powercasting-ability label, .sw5e.sheet.actor .powercasting-ability span { - flex: 0 0 32px; + flex: none; +} +.sw5e.sheet.actor .powercasting-ability input { + flex: 0 0 28px; text-align: center; } .sw5e.sheet.actor .powercasting-ability select { margin: 0 5px; - flex: 0 0 150px; -} -.sw5e.sheet.actor .powercasting-ability h3.power-dc { - flex: 1; - text-align: right; + flex: 0 0 120px; } .sw5e.sheet.actor .power-slots, .sw5e.sheet.actor .power-comps { - flex: 0 0 75px; - padding-right: 5px; - text-align: right; + flex: none; + padding: 0 5px; font-size: 12px; color: #7a7971; border-right: 1px solid #c9c7b8; @@ -1002,9 +1026,10 @@ font-size: 13px; font-weight: normal; } -.sw5e.sheet.actor .power-uses { - padding-right: 8px; - text-align: right !important; +.sw5e.sheet.actor .powerbook .power-uses { + padding-right: 5px; + text-align: right; + color: #7a7971; } .sw5e.sheet.actor .power-school, .sw5e.sheet.actor .power-action, @@ -1046,6 +1071,7 @@ padding-right: 8px; margin-bottom: 4px; overflow-y: auto; + scrollbar-width: thin; } .sw5e.sheet.item { min-height: 400px; @@ -1501,9 +1527,6 @@ .sw5e.sheet.actor.npc .summary { font-size: 18px; } -.sw5e.sheet.actor.npc .powercasting-ability label { - flex: none; -} .sw5e.sheet.actor.vehicle .features .item-controls { flex: 0 0 68px; } diff --git a/dnd5e.js b/dnd5e.js index 9158f4c8..a26e0ae3 100644 --- a/dnd5e.js +++ b/dnd5e.js @@ -29,7 +29,8 @@ import ActorSheet5eVehicle from "./module/actor/sheets/vehicle.js"; import ItemSheet5e from "./module/item/sheet.js"; import ShortRestDialog from "./module/apps/short-rest.js"; import TraitSelector from "./module/apps/trait-selector.js"; -import MovementConfig from "./module/apps/movement-config.js"; +import ActorMovementConfig from "./module/apps/movement-config.js"; +import ActorSensesConfig from "./module/apps/senses-config.js"; // Import Helpers import * as chat from "./module/chat.js"; @@ -55,7 +56,7 @@ Hooks.once("init", function() { ItemSheet5e, ShortRestDialog, TraitSelector, - MovementConfig + ActorMovementConfig }, canvas: { AbilityTemplate @@ -163,7 +164,7 @@ Hooks.once("ready", function() { // Determine whether a system migration is required and feasible if ( !game.user.isGM ) return; const currentVersion = game.settings.get("sw5e", "systemMigrationVersion"); - const NEEDS_MIGRATION_VERSION = "1.1.0"; + const NEEDS_MIGRATION_VERSION = "1.2.0"; const COMPATIBLE_MIGRATION_VERSION = 0.80; const needsMigration = currentVersion && isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion); if ( !needsMigration ) return; diff --git a/lang/en.json b/lang/en.json index e9e66b9c..58894364 100644 --- a/lang/en.json +++ b/lang/en.json @@ -39,7 +39,7 @@ "SW5E.AbilityUseHint": "Configure how you would like to use the {name} {type}.", "SW5E.AbilityUseUnavailableHint": "There are no uses of this item remaining!", "SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!", -"SW5E.AbilityUseRechargedHint": "This {type} is depleted and must be recharged!", +"SW5E.AbilityUseRechargeHint": "This {type} is depleted and must be recharged!", "SW5E.AbilityUseNormalHint": "This {type} has {value} of {max} uses per {per} remaining.", "SW5E.AbilityUseConsumableChargeHint": "Using this {type} will consume 1 charge of {value} remaining.", "SW5E.AbilityUseConsumableQuantityHint": "Using this {type} will consume 1 quantity of {quantity} remaining", @@ -49,15 +49,14 @@ "SW5E.AbilityUseConsumableLabel": "{max} per {per}", "SW5E.AbilityUseCast": "Cast Power", "SW5E.AbilityUseUse": "Use Ability", - "SW5E.Action": "Action", "SW5E.ActionPl": "Actions", "SW5E.ActionAbil": "Ability Check", "SW5E.ActionHeal": "Healing", -"SW5E.ActionMSAK": "Melee Power Attack", +"SW5E.ActionMPAK": "Melee Power Attack", "SW5E.ActionMWAK": "Melee Weapon Attack", "SW5E.ActionOther": "Other", -"SW5E.ActionRSAK": "Ranged Power Attack", +"SW5E.ActionRPAK": "Ranged Power Attack", "SW5E.ActionRWAK": "Ranged Weapon Attack", "SW5E.ActionSave": "Saving Throw", "SW5E.ActionUtil": "Utility", @@ -76,13 +75,17 @@ "SW5E.AlignmentNG": "Neutral Good", "SW5E.AlignmentTN": "True Neutral", "SW5E.Appearance": "Appearance", +"SW5E.Attunement": "Attunement", +"SW5E.AttunementNone": "Attunement Not Required", +"SW5E.AttunementRequired": "Attunement Required", +"SW5E.AttunementAttuned": "Attuned", +"SW5E.Attuned": "Attuned", "SW5E.ArmorClass": "Armor Class", "SW5E.AC": "AC", "SW5E.Attack": "Attack", "SW5E.AttackPl": "Attacks", "SW5E.AttackRoll": "Attack Roll", "SW5E.Attributes": "Attributes", -"SW5E.Attuned": "Attuned", "SW5E.Background": "Background", "SW5E.Biography": "Biography", "SW5E.Bonds": "Bonds", @@ -90,12 +93,12 @@ "SW5E.BonusAbilitySave": "Global Saving Throw Bonus", "SW5E.BonusAbilitySkill": "Global Skill Check Bonus", "SW5E.BonusAction": "Bonus Action", -"SW5E.BonusMSAttack": "Melee Power Attack Bonus", -"SW5E.BonusMSDamage": "Melee Power Damage Bonus", +"SW5E.BonusMPAttack": "Melee Power Attack Bonus", +"SW5E.BonusMPDamage": "Melee Power Damage Bonus", "SW5E.BonusMWAttack": "Melee Weapon Attack Bonus", "SW5E.BonusMWDamage": "Melee Weapon Damage Bonus", -"SW5E.BonusRSAttack": "Ranged Power Attack Bonus", -"SW5E.BonusRSDamage": "Ranged Power Damage Bonus", +"SW5E.BonusRPAttack": "Ranged Power Attack Bonus", +"SW5E.BonusRPDamage": "Ranged Power Damage Bonus", "SW5E.BonusRWAttack": "Ranged Weapon Attack Bonus", "SW5E.BonusRWDamage": "Ranged Weapon Damage Bonus", "SW5E.BonusSaveForm": "Update Bonuses", @@ -137,7 +140,6 @@ "SW5E.ConStunned": "Stunned", "SW5E.ConUnconscious": "Unconscious", "SW5E.Concentration": "Concentration", - "SW5E.ConsumeTitle": "Resource Consumption", "SW5E.ConsumeAmmunition": "Ammunition", "SW5E.ConsumeAttribute": "Attribute", @@ -147,7 +149,8 @@ "SW5E.ConsumeWarningNoSource": "The designated {type} source that {name} consumes no longer exists!", "SW5E.ConsumeWarningNoQuantity": "{name} has run out of its designated {type}!", "SW5E.ConsumeWarningZeroAttribute": "{name} has run out of its designated attribute resource pool!", - +"SW5E.ConsumeResource": "Consume Resource?", +"SW5E.ConsumeRecharge": "Consume Recharge?", "SW5E.ConsumableAmmunition": "Ammunition", "SW5E.ConsumableFood": "Food", "SW5E.ConsumablePoison": "Poison", @@ -231,12 +234,10 @@ "SW5E.Expertise": "Expertise", "SW5E.FeatureActionRecharge": "Action Recharge", "SW5E.Flaws": "Flaws", - "SW5E.EffectCreate": "Create Effect", "SW5E.EffectToggle": "Toggle Effect", "SW5E.EffectEdit": "Edit Effect", "SW5E.EffectDelete": "Delete Effect", - "SW5E.ItemTypeClass": "Class", "SW5E.ItemTypeClassPl": "Class Levels", "SW5E.ItemTypeConsumable": "Consumable", @@ -254,7 +255,6 @@ "SW5E.ItemTypeWeapon": "Weapon", "SW5E.ItemTypeWeaponPl": "Weapons", "SW5E.ItemNoUses": "{name} has no available uses remaining.", - "SW5E.FeatureActive": "Active Abilities", "SW5E.FeatureAdd": "Create Feature", "SW5E.FeatureAttack": "Feature Attack", @@ -267,7 +267,6 @@ "SW5E.Filter": "Filter", "SW5E.FilterNoPowers": "No powers found for this set of filters.", "SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.", - "SW5E.FlagsInstructions": "Configure character features and traits which fine-tune behaviors of the SW5e system.", "SW5E.FlagsSave": "Update Special Traits", "SW5E.FlagsTitle": "Configure Special Traits", @@ -297,7 +296,6 @@ "SW5E.FlagsPowerCritThresholdHint": "An expanded critical hit threshold for power attacks.", "SW5E.FlagsMeleeCriticalDice": "Melee Critical Damage Dice", "SW5E.FlagsMeleeCriticalDiceHint": "A number of additional damage dice added to melee weapon critical hits.", - "SW5E.Flat": "Flat", "SW5E.Formula": "Formula", "SW5E.GrantedAbilities": "Granted Abilities", @@ -331,7 +329,6 @@ "SW5E.ItemContainerCapacityType": "Capacity Type", "SW5E.ItemContainerCapacityWeight": "Weight", "SW5E.ItemContainerDetails": "Container Details", - "SW5E.ItemContainerProperties": "Container Properties", "SW5E.ItemContainerWeightless": "Weightless Contents", "SW5E.ItemCreate": "Create Item", @@ -341,12 +338,10 @@ "SW5E.ItemEquipmentAction": "Equipment Action", "SW5E.ItemEquipmentDetails": "Equipment Details", "SW5E.ItemEquipmentDexMod": "Max. Dexterity Modifier", - "SW5E.ItemEquipmentStatus": "Equipment Status", "SW5E.ItemEquipmentStealthDisav": "Imposes Stealth Disadvantage", "SW5E.ItemEquipmentType": "Equipment Type", "SW5E.ItemEquipmentUsage": "Equipment Usage", - "SW5E.ItemName": "Item Name", "SW5E.ItemNew": "New {type}", "SW5E.ItemRechargeCheck": "{name} recharge check", @@ -354,11 +349,9 @@ "SW5E.ItemRechargeSuccess": "success!", "SW5E.ItemRequiredStr": "Required Strength", "SW5E.ItemToolProficiency": "Tool Proficiency", - "SW5E.ItemWeaponAttack": "Weapon Attack", "SW5E.ItemWeaponDetails": "Weapon Details", "SW5E.ItemWeaponProperties": "Weapon Properties", - "SW5E.ItemWeaponStatus": "Weapon Status", "SW5E.ItemWeaponType": "Weapon Type", "SW5E.ItemWeaponUsage": "Weapon Usage", @@ -462,7 +455,7 @@ "SW5E.RollExample": "e.g. +1d4", "SW5E.RollMode": "Roll Mode", "SW5E.RollSituationalBonus": "Situational Bonus?", - +"SW5E.Movement": "Movement", "SW5E.MovementConfig": "Configure Movement Speed", "SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.", "SW5E.MovementWalk": "Walk", @@ -472,12 +465,18 @@ "SW5E.MovementFly": "Fly", "SW5E.MovementSwim": "Swim", "SW5E.MovementUnits": "Units", - +"SW5E.Senses": "Senses", +"SW5E.SensesConfig": "Configure Senses", +"SW5E.SensesConfigHint": "Configure any special sensory perception abilities that this actor possesses.", +"SW5E.SenseDarkvision": "Darkvision", +"SW5E.SenseBlindsight": "Blindsight", +"SW5E.SenseTremorsense": "Tremorsense", +"SW5E.SenseTruesight": "Truesight", +"SW5E.SenseSpecial": "Special Senses", "SW5E.SheetClassCharacter": "Default 5e Character Sheet", "SW5E.SheetClassNPC": "Default 5e NPC Sheet", "SW5E.SheetClassVehicle": "Default 5e Vehicle Sheet", "SW5E.SheetClassItem": "Default 5e Item Sheet", - "SW5E.SavingThrow": "Saving Throw", "SW5E.SaveDC": "DC {dc} {ability}", "SW5E.SavePromptTitle": "{ability} Saving Throw", @@ -490,11 +489,6 @@ "SW5E.SchoolIll": "Illusion", "SW5E.SchoolNec": "Necromancy", "SW5E.SchoolTrs": "Transmutation", -"SW5E.SenseBS": "Blindsight", -"SW5E.SenseDV": "Darkvision", -"SW5E.SenseTR": "Truesight", -"SW5E.SenseTS": "Tremorsense", -"SW5E.Senses": "Senses", "SW5E.ShortRest": "Short Rest", "SW5E.ShortRestNormal": "Short Rest (1 hour)", "SW5E.ShortRestGritty": "Short Rest (8 hours)", @@ -540,7 +534,7 @@ "SW5E.PowerAdd": "Add Power", "SW5E.PowerCantrip": "Cantrip", "SW5E.PowerCastConsume": "Consume Power Slot?", -"SW5E.PowerCastNoSlots": "You have no available power slots to cast this power", +"SW5E.PowerCastNoSlots": "You have no available {level} power slots with which to cast {name}", "SW5E.PowerCastUpcast": "Cast at Level", "SW5E.PowercasterLevel": "Powercaster Level", "SW5E.PowerCastingHeader": "Power Casting", @@ -683,6 +677,7 @@ "SW5E.of": "of", "SW5E.per": "per", "SW5E.power": "power", + "SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.", "SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing", "SETTINGS.5eAutoCollapseCardL": "Automatically collapse Item Card descriptions in the Chat Log", @@ -691,7 +686,6 @@ "SETTINGS.5eAutoPowerTemplateN": "Always place Power Template", "SETTINGS.5eCurWtL": "Carried currency affects character encumbrance following the rules on PHB pg. 143.", "SETTINGS.5eCurWtN": "Apply Currency Weight", - "SETTINGS.5eDiagEuclidean": "Euclidean (7.07 ft. Diagonal)", "SETTINGS.5eDiagL": "Configure which diagonal movement rule should be used for games within this system.", "SETTINGS.5eDiagN": "Diagonal Movement Rule", diff --git a/less/actors.less b/less/actors.less index 51a609fb..ac211a07 100644 --- a/less/actors.less +++ b/less/actors.less @@ -69,12 +69,29 @@ line-height: 30px; } } - } - } - .attributes { - input.temphp { - width: 48%; + // Movement Configuration + .movement { + h4.attribute-name { + position: relative; + } + .config-button { + position: absolute; + display: none; + right: 0; + top: 1px; + font-size: 12px; + font-weight: normal; + } + &:hover .config-button { + display: block; + } + } + + // Temporary HP + input.temphp { + width: 48%; + } } } @@ -341,7 +358,7 @@ margin: 0 0 3px 0; justify-content: space-between; } - .configure-flags { + .config-button { flex: 1; } @@ -428,9 +445,8 @@ &.rollable .item-image:hover { background-image: url("../../icons/svg/d20-black.svg") !important; } - i.attuned { - color: @colorTan; - } + i.attuned { color: @colorTan; } + i.not-attuned { color: @colorCrimson; } } // Item uses @@ -471,6 +487,7 @@ overflow: hidden; &:last-child { border-right: none; } &.item-action {flex: 0 0 100px} + &.attunement {flex: 0 0 24px} } .item-weight { @@ -565,26 +582,23 @@ .powercasting-ability { flex: 0 0 240px; margin: 0; - - input, span { - flex: 0 0 32px; + label, span { + flex: none; + } + input { + flex: 0 0 28px; text-align: center; } select { margin: 0 5px; - flex: 0 0 150px; - } - h3.power-dc { - flex: 1; - text-align: right; + flex: 0 0 120px; } } .power-slots, .power-comps { - flex: 0 0 75px; - padding-right: 5px; - text-align: right; + flex: none; + padding: 0 5px; font-size: 12px; color: @colorTan; border-right: 1px solid @colorFaint; @@ -601,9 +615,10 @@ } } - .power-uses { - padding-right: 8px; - text-align: right !important; + .powerbook .power-uses { + padding-right: 5px; + text-align: right; + color: @colorTan; } .power-school, .power-action, .power-target { @@ -652,5 +667,6 @@ padding-right: 8px; margin-bottom: 4px; overflow-y: auto; + scrollbar-width: thin; } } \ No newline at end of file diff --git a/less/apps.less b/less/apps.less index 4a339718..1e3604e3 100644 --- a/less/apps.less +++ b/less/apps.less @@ -178,11 +178,14 @@ background: transparent; } - // Rollable Links + // Rollable Titles .editable .rollable:hover { + cursor: pointer; + } + .editable h4.rollable:hover, + .editable .rollable:hover > h4 { color: #000; text-shadow: 0 0 10px red; - cursor: pointer; } // Separators @@ -306,6 +309,7 @@ /* ----------------------------------------- */ .filter-list { + align-items: center; list-style: none; margin: 0; padding: 0; @@ -382,13 +386,37 @@ padding: 0; } + // Item Name + .item-name { + flex: 2; + margin: 0; + overflow: hidden; + font-size: 13px; + text-align: left; + align-items: center; + h3, h4 { + margin: 0; + white-space: nowrap; + overflow-x: hidden; + } + } + + // Control Buttons + .item-controls { + flex: 0 0 60px; + justify-content: space-between; + a { + font-size: 12px; + text-align: center; + } + } + // Individual Item .item { align-items: center; padding: 0 2px; // to align with the header border border-bottom: 1px solid @colorFaint; &:last-child { border-bottom: none; } - .item-name { color: @colorDark; .item-image { @@ -419,32 +447,13 @@ font-size: 12px; text-align: center; } - .item-name { + h3 { padding-left: 5px; .modesto(); + text-align: left; font-size: 16px; } } - - // Item Name - .item-name { - flex: 2; - margin: 0; - overflow: hidden; - font-size: 13px; - text-align: left; - align-items: center; - } - - // Control Buttons - .item-controls { - flex: 0 0 60px; - justify-content: space-between; - a { - font-size: 12px; - text-align: center; - } - } } /* ----------------------------------------- */ diff --git a/less/chat.less b/less/chat.less index d1738c43..719937c4 100644 --- a/less/chat.less +++ b/less/chat.less @@ -72,7 +72,7 @@ span { border-right: 2px groove #FFF; - padding: 0 5px 0 0; + padding: 0 3px 0 0; font-size: 10px; &:last-child { diff --git a/less/npc.less b/less/npc.less index 6374aa3d..dada8bad 100644 --- a/less/npc.less +++ b/less/npc.less @@ -31,11 +31,4 @@ .summary { font-size: 18px; } - - .powercasting-ability { - label { - flex: none; - } - } - } \ No newline at end of file diff --git a/module/actor/entity.js b/module/actor/entity.js index 271d29c1..efb177ba 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -1,8 +1,6 @@ import { d20Roll, damageRoll } from "../dice.js"; import ShortRestDialog from "../apps/short-rest.js"; import LongRestDialog from "../apps/long-rest.js"; -import AbilityUseDialog from "../apps/ability-use-dialog.js"; -import AbilityTemplate from "../pixi/ability-template.js"; import {SW5E} from '../config.js'; /** @@ -208,7 +206,7 @@ export default class Actor5e extends Actor { const updateData = expandObject(u); const config = { className: updateData.name || item.data.name, - archetypeName: updateData.data.archetype || item.data.data.archetype, + archetypeName: getProperty(updateData, "data.archetype") || item.data.data.archetype, level: getProperty(updateData, "data.levels"), priorLevel: item ? item.data.data.levels : 0 } @@ -357,16 +355,8 @@ export default class Actor5e extends Actor { const data = actorData.data; data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10; - // Apply powercasting DC to any power items which use it - for ( let i of this.items ) { - const save = i.data.data.save; - if ( save?.ability ) { - if ( save.scaling === "power" ) save.dc = data.attributes.powerdc; - else if ( save.scaling !== "flat" ) save.dc = data.abilities[save.scaling]?.dc ?? 10; - const ability = CONFIG.SW5E.abilities[save.ability]; - i.labels.save = game.i18n.format("SW5E.SaveDC", {dc: save.dc || "", ability}); - } - } + // Compute ability save DCs that depend on the calling actor + this.items.forEach(i => i.getSaveDC()); } /* -------------------------------------------- */ @@ -547,20 +537,67 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ /** @override */ - async createOwnedItem(itemData, options) { + async createEmbeddedEntity(embeddedName, itemData, options={}) { - // Assume NPCs are always proficient with weapons and always have powers prepared - if ( !this.isPC ) { - let t = itemData.type; - let initial = {}; - if ( t === "weapon" ) initial["data.proficient"] = true; - if ( ["weapon", "equipment"].includes(t) ) initial["data.equipped"] = true; - if ( t === "power" ) initial["data.prepared"] = true; - mergeObject(itemData, initial); - } - return super.createOwnedItem(itemData, options); + // Pre-creation steps for owned items + if ( embeddedName === "OwnedItem" ) this._preCreateOwnedItem(itemData, options); + + // Standard embedded entity creation + return super.createEmbeddedEntity(embeddedName, itemData, options); } + /* -------------------------------------------- */ + + /** + * A temporary shim function which will eventually (in core fvtt version 0.8.0+) be migrated to the new abstraction layer + * @param itemData + * @param options + * @private + */ + _preCreateOwnedItem(itemData, options) { + if ( this.data.type === "vehicle" ) return; + const isNPC = this.data.type === 'npc'; + let initial = {}; + switch ( itemData.type ) { + case "weapon": + initial["data.equipped"] = isNPC; // NPCs automatically equip weapons + let hasWeaponProf = isNPC; // NPCs automatically have weapon proficiency + if ( !isNPC ) { + const weaponProf = { + "natural": true, + "simpleM": "sim", + "simpleR": "sim", + "martialM": "mar", + "martialR": "mar" + }[itemData.data?.weaponType]; + const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || []; + hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf); + } + initial["data.proficient"] = hasWeaponProf; + break; + case "equipment": + initial["data.equipped"] = isNPC; // NPCs automatically equip equipment + let hasEquipmentProf = isNPC; // NPCs automatically have equipment proficiency + if ( !isNPC ) { + const armorProf = { + "natural": true, + "clothing": true, + "light": "lgt", + "medium": "med", + "heavy": "hvy", + "shield": "shl" + }[itemData.data?.armor?.type]; + const actorArmorProfs = this.data.data.traits?.armorProf?.value || []; + hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf); + } + initial["data.proficient"] = hasEquipmentProf; + break; + case "power": + initial["data.prepared"] = true; // NPCs automatically prepare powers + break; + } + mergeObject(itemData, initial); + } /* -------------------------------------------- */ /* Gameplay Mechanics */ @@ -601,77 +638,16 @@ export default class Actor5e extends Actor { "data.attributes.hp.temp": tmp - dt, "data.attributes.hp.value": dh }; - return this.update(updates); - } - /* -------------------------------------------- */ - - /** - * Cast a Power, consuming a power slot of a certain level - * @param {Item5e} item The power being cast by the actor - * @param {Event} event The originating user interaction which triggered the cast - */ - async usePower(item, {configureDialog=true}={}) { - if ( item.data.type !== "power" ) throw new Error("Wrong Item type"); - const itemData = item.data.data; - - // Configure powercasting data - let lvl = itemData.level; - const usesSlots = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode); - const limitedUses = !!itemData.uses.per; - let consumeSlot = `power${lvl}`; - let consumeUse = false; - let placeTemplate = false; - - // Configure power slot consumption and measured template placement from the form - if ( configureDialog && (usesSlots || item.hasAreaTarget || limitedUses) ) { - const usage = await AbilityUseDialog.create(item); - if ( usage === null ) return; - - // Determine consumption preferences - consumeSlot = Boolean(usage.get("consumeSlot")); - consumeUse = Boolean(usage.get("consumeUse")); - placeTemplate = Boolean(usage.get("placeTemplate")); - - // Determine the cast power level - const isPact = usage.get('level') === 'pact'; - const lvl = isPact ? this.data.data.powers.pact.level : parseInt(usage.get("level")); - if ( lvl !== item.data.data.level ) { - const upcastData = mergeObject(item.data, {"data.level": lvl}, {inplace: false}); - item = item.constructor.createOwned(upcastData, this); - } - - // Denote the power slot being consumed - if ( consumeSlot ) consumeSlot = isPact ? "pact" : `power${lvl}`; - } - - // Update Actor data - if ( usesSlots && consumeSlot && (lvl > 0) ) { - const slots = parseInt(this.data.data.powers[consumeSlot]?.value); - if ( slots === 0 || Number.isNaN(slots) ) { - return ui.notifications.error(game.i18n.localize("SW5E.PowerCastNoSlots")); - } - await this.update({ - [`data.powers.${consumeSlot}.value`]: Math.max(slots - 1, 0) - }); - } - - // Update Item data - if ( limitedUses && consumeUse ) { - const uses = parseInt(itemData.uses.value || 0); - if ( uses <= 0 ) ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: item.name})); - await item.update({"data.uses.value": Math.max(parseInt(item.data.data.uses.value || 0) - 1, 0)}) - } - - // Initiate ability template placement workflow if selected - if ( placeTemplate && item.hasAreaTarget ) { - const template = AbilityTemplate.fromItem(item); - if ( template ) template.drawPreview(); - if ( this.sheet.rendered ) this.sheet.minimize(); - } - - // Invoke the Item roll - return item.roll(); + // Delegate damage application to a hook + // TODO replace this in the future with a better modifyTokenAttribute function in the core + const allowed = Hooks.call("modifyTokenAttribute", { + attribute: "attributes.hp", + value: amount, + isDelta: false, + isBar: true + }, updates); + return allowed !== false ? this.update(updates) : this; } /* -------------------------------------------- */ @@ -996,7 +972,7 @@ export default class Actor5e extends Actor { // Adjust actor data await cls.update({"data.hitDiceUsed": cls.data.data.hitDiceUsed + 1}); const hp = this.data.data.attributes.hp; - const dhp = Math.min(hp.max - hp.value, roll.total); + const dhp = Math.min(hp.max + (hp.tempmax ?? 0) - hp.value, roll.total); await this.update({"data.attributes.hp.value": hp.value + dhp}); return roll; } @@ -1461,4 +1437,18 @@ export default class Actor5e extends Actor { console.warn(`The Actor5e#getPowerDC(ability) method has been deprecated in favor of Actor5e#data.data.abilities[ability].dc`); return this.data.data.abilities[ability]?.dc; } + + /* -------------------------------------------- */ + + /** + * Cast a Power, consuming a power slot of a certain level + * @param {Item5e} item The power being cast by the actor + * @param {Event} event The originating user interaction which triggered the cast + * @deprecated since sw5e 1.2.0 + */ + async usePower(item, {configureDialog=true}={}) { + console.warn(`The Actor5e#usePower method has been deprecated in favor of Item5e#roll`); + if ( item.data.type !== "power" ) throw new Error("Wrong Item type"); + return item.roll(); + } } diff --git a/module/actor/sheets/base.js b/module/actor/sheets/base.js index 4ac6ace1..b4907d22 100644 --- a/module/actor/sheets/base.js +++ b/module/actor/sheets/base.js @@ -1,7 +1,8 @@ import Item5e from "../../item/entity.js"; import TraitSelector from "../../apps/trait-selector.js"; import ActorSheetFlags from "../../apps/actor-flags.js"; -import MovementConfig from "../../apps/movement-config.js"; +import ActorMovementConfig from "../../apps/movement-config.js"; +import ActorSensesConfig from "../../apps/senses-config.js"; import {SW5E} from '../../config.js'; import {onManageActiveEffect, prepareActiveEffectCategories} from "../../effects.js"; @@ -99,6 +100,9 @@ export default class ActorSheet5e extends ActorSheet { // Movement speeds data.movement = this._getMovementSpeed(data.actor); + // Senses + data.senses = this._getSenses(data.actor); + // Update traits this._prepareTraits(data.actor.data.traits); @@ -121,7 +125,7 @@ export default class ActorSheet5e extends ActorSheet { * @private */ _getMovementSpeed(actorData) { - const movement = actorData.data.attributes.movement; + const movement = actorData.data.attributes.movement || {}; const speeds = [ [movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`], [movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`], @@ -136,6 +140,20 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + _getSenses(actorData) { + const senses = actorData.data.attributes.senses || {}; + const tags = {}; + for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) { + const v = senses[k] ?? 0 + if ( v === 0 ) continue; + tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`; + } + if ( !!senses.special ) tags["special"] = senses.special; + return tags; + } + + /* -------------------------------------------- */ + /** * Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies * @param {object} traits The raw traits data object from the actor data @@ -373,8 +391,7 @@ export default class ActorSheet5e extends ActorSheet { html.find('.trait-selector').click(this._onTraitSelector.bind(this)); // Configure Special Flags - html.find('.configure-movement').click(this._onMovementConfig.bind(this)); - html.find('.configure-flags').click(this._onConfigureFlags.bind(this)); + html.find('.config-button').click(this._onConfigMenu.bind(this)); // Owned Item management html.find('.item-create').click(this._onItemCreate.bind(this)); @@ -448,11 +465,24 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ /** - * Handle click events for the Traits tab button to configure special Character Flags + * Handle spawning the TraitSelector application which allows a checkbox of multiple trait options + * @param {Event} event The click event which originated the selection + * @private */ - _onConfigureFlags(event) { + _onConfigMenu(event) { event.preventDefault(); - new ActorSheetFlags(this.actor).render(true); + const button = event.currentTarget; + switch ( button.dataset.action ) { + case "movement": + new ActorMovementConfig(this.object).render(true); + break; + case "flags": + new ActorSheetFlags(this.object).render(true); + break; + case "senses": + new ActorSensesConfig(this.object).render(true); + break; + } } /* -------------------------------------------- */ @@ -529,6 +559,8 @@ export default class ActorSheet5e extends ActorSheet { icon: '', label: game.i18n.localize('SW5E.PolymorphWildShape'), callback: html => this.actor.transformInto(sourceActor, { + keepBio: true, + keepClass: true, keepMental: true, mergeSaves: true, mergeSkills: true, @@ -619,14 +651,7 @@ export default class ActorSheet5e extends ActorSheet { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; const item = this.actor.getOwnedItem(itemId); - - // Roll powers through the actor - if ( item.data.type === "power" ) { - return this.actor.usePower(item, {configureDialog: !event.shiftKey}); - } - - // Otherwise roll the Item directly - else return item.roll(); + return item.roll(); } /* -------------------------------------------- */ @@ -687,7 +712,7 @@ export default class ActorSheet5e extends ActorSheet { data: duplicate(header.dataset) }; delete itemData.data["type"]; - return this.actor.createOwnedItem(itemData); + return this.actor.createEmbeddedEntity("OwnedItem", itemData); } /* -------------------------------------------- */ @@ -791,18 +816,6 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ - /** - * Handle spawning the TraitSelector application which allows a checkbox of multiple trait options - * @param {Event} event The click event which originated the selection - * @private - */ - _onMovementConfig(event) { - event.preventDefault(); - new MovementConfig(this.object).render(true); - } - - /* -------------------------------------------- */ - /** @override */ _getHeaderButtons() { let buttons = super._getHeaderButtons(); diff --git a/module/actor/sheets/character.js b/module/actor/sheets/character.js index 73a61385..daaa259e 100644 --- a/module/actor/sheets/character.js +++ b/module/actor/sheets/character.js @@ -75,6 +75,18 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { // Item details item.img = item.img || DEFAULT_TOKEN; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); + item.attunement = { + 1: { + icon: "fa-sun", + cls: "not-attuned", + title: "SW5E.AttunementRequired" + }, + 2: { + icon: "fa-sun", + cls: "attuned", + title: "SW5E.AttunementAttuned" + } + }[item.data.attunement]; // Item usage item.hasUses = item.data.uses && (item.data.uses.max > 0); @@ -248,37 +260,21 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { /** @override */ async _onDropItemCreate(itemData) { - let addLevel = false; - // Upgrade the number of class levels a character has and add features + // Increment the number of class levels a character instead of creating a new item if ( itemData.type === "class" ) { const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name); let priorLevel = cls?.data.data.levels ?? 0; - const hasClass = !!cls; - - // Increment levels instead of creating a new item - if ( hasClass ) { + if ( !!cls ) { const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level); if ( next > priorLevel ) { itemData.levels = next; - await cls.update({"data.levels": next}); - addLevel = true; + return cls.update({"data.levels": next}); } } - - // Add class features - if ( !hasClass || addLevel ) { - const features = await Actor5e.getClassFeatures({ - className: itemData.name, - archetypeName: itemData.data.archetype, - level: itemData.levels, - priorLevel: priorLevel - }); - await this.actor.createEmbeddedEntity("OwnedItem", features); - } } // Default drop handling if levels were not added - if ( !addLevel ) super._onDropItemCreate(itemData); + super._onDropItemCreate(itemData); } } diff --git a/module/apps/ability-use-dialog.js b/module/apps/ability-use-dialog.js index 8a914e71..079ea93d 100644 --- a/module/apps/ability-use-dialog.js +++ b/module/apps/ability-use-dialog.js @@ -34,15 +34,19 @@ export default class AbilityUseDialog extends Dialog { const quantity = itemData.quantity || 0; const recharge = itemData.recharge || {}; const recharges = !!recharge.value; + const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0; // Prepare dialog form data const data = { item: item.data, title: game.i18n.format("SW5E.AbilityUseHint", item.data), note: this._getAbilityUseNote(item.data, uses, recharge), - hasLimitedUses: uses.max || recharges, - canUse: recharges ? recharge.charged : (quantity > 0 && !uses.value) || uses.value > 0, - hasPlaceableTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget, + consumePowerSlot: false, + consumeRecharge: recharges, + consumeResource: !!itemData.consume.target, + consumeUses: uses.max, + canUse: recharges ? recharge.charged : sufficientUses, + createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget, errors: [] }; if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data); @@ -50,7 +54,7 @@ export default class AbilityUseDialog extends Dialog { // Render the ability usage template const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data); - // Create the Dialog and return as a Promise + // Create the Dialog and return data as a Promise const icon = data.isPower ? "fa-magic" : "fa-fist-raised"; const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use")); return new Promise((resolve) => { @@ -61,7 +65,10 @@ export default class AbilityUseDialog extends Dialog { use: { icon: ``, label: label, - callback: html => resolve(new FormData(html[0].querySelector("form"))) + callback: html => { + const fd = new FormDataExtended(html[0].querySelector("form")); + resolve(fd.toObject()); + } } }, default: "use", @@ -83,11 +90,11 @@ export default class AbilityUseDialog extends Dialog { // Determine whether the power may be up-cast const lvl = itemData.level; - const canUpcast = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode); + const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode); // If can't upcast, return early and don't bother calculating available power slots - if (!canUpcast) { - data = mergeObject(data, { isPower: true, canUpcast }); + if (!consumePowerSlot) { + mergeObject(data, { isPower: true, consumePowerSlot }); return; } @@ -122,7 +129,7 @@ export default class AbilityUseDialog extends Dialog { const canCast = powerLevels.some(l => l.hasSlots); // Return merged data - data = mergeObject(data, { isPower: true, canUpcast, powerLevels }); + data = mergeObject(data, { isPower: true, consumePowerSlot, powerLevels }); if ( !canCast ) data.errors.push("SW5E.PowerCastNoSlots"); } diff --git a/module/apps/actor-flags.js b/module/apps/actor-flags.js index b7b1f352..2b30b423 100644 --- a/module/apps/actor-flags.js +++ b/module/apps/actor-flags.js @@ -67,10 +67,10 @@ export default class ActorSheetFlags extends BaseEntitySheet { {name: "data.bonuses.mwak.damage", label: "SW5E.BonusMWDamage"}, {name: "data.bonuses.rwak.attack", label: "SW5E.BonusRWAttack"}, {name: "data.bonuses.rwak.damage", label: "SW5E.BonusRWDamage"}, - {name: "data.bonuses.msak.attack", label: "SW5E.BonusMSAttack"}, - {name: "data.bonuses.msak.damage", label: "SW5E.BonusMSDamage"}, - {name: "data.bonuses.rsak.attack", label: "SW5E.BonusRSAttack"}, - {name: "data.bonuses.rsak.damage", label: "SW5E.BonusRSDamage"}, + {name: "data.bonuses.mpak.attack", label: "SW5E.BonusMPAttack"}, + {name: "data.bonuses.mpak.damage", label: "SW5E.BonusMPDamage"}, + {name: "data.bonuses.rpak.attack", label: "SW5E.BonusRPAttack"}, + {name: "data.bonuses.rpak.damage", label: "SW5E.BonusRPDamage"}, {name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"}, {name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"}, {name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"}, diff --git a/module/apps/movement-config.js b/module/apps/movement-config.js index 3d60a582..a57de39c 100644 --- a/module/apps/movement-config.js +++ b/module/apps/movement-config.js @@ -2,21 +2,27 @@ * A simple form to set actor movement speeds * @implements {BaseEntitySheet} */ -export default class MovementConfig extends BaseEntitySheet { +export default class ActorMovementConfig extends BaseEntitySheet { /** @override */ static get defaultOptions() { return mergeObject(super.defaultOptions, { - title: "SW5E.MovementConfig", classes: ["sw5e"], template: "systems/sw5e/templates/apps/movement-config.html", - width: 240, + width: 300, height: "auto" }); } /* -------------------------------------------- */ + /** @override */ + get title() { + return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.entity.name}`; + } + + /* -------------------------------------------- */ + /** @override */ getData(options) { const data = { diff --git a/module/apps/senses-config.js b/module/apps/senses-config.js new file mode 100644 index 00000000..71f99bf1 --- /dev/null +++ b/module/apps/senses-config.js @@ -0,0 +1,43 @@ +/** + * A simple form to set actor movement speeds + * @implements {BaseEntitySheet} + */ +export default class ActorSensesConfig extends BaseEntitySheet { + + /** @override */ + static get defaultOptions() { + return mergeObject(super.defaultOptions, { + classes: ["sw5e"], + template: "systems/sw5e/templates/apps/senses-config.html", + width: 300, + height: "auto" + }); + } + + /* -------------------------------------------- */ + + /** @override */ + get title() { + return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.entity.name}`; + } + + /* -------------------------------------------- */ + + /** @override */ + getData(options) { + const senses = this.entity._data.data.attributes?.senses ?? {}; + const data = { + senses: {}, + special: senses.special ?? "", + units: senses.units, movementUnits: CONFIG.SW5E.movementUnits + }; + for ( let [name, label] of Object.entries(CONFIG.SW5E.senses) ) { + const v = senses[name]; + data.senses[name] = { + label: game.i18n.localize(label), + value: Number.isNumeric(v) ? v.toNearest(0.1) : 0 + } + } + return data; + } +} diff --git a/module/apps/trait-selector.js b/module/apps/trait-selector.js index a4fc43d7..5e63d63d 100644 --- a/module/apps/trait-selector.js +++ b/module/apps/trait-selector.js @@ -1,6 +1,6 @@ /** * A specialized form used to select from a checklist of attributes, traits, or properties - * @extends {FormApplication} + * @implements {FormApplication} */ export default class TraitSelector extends FormApplication { @@ -36,8 +36,8 @@ export default class TraitSelector extends FormApplication { getData() { // Get current values - let attr = getProperty(this.object.data, this.attribute) || {}; - attr.value = attr.value || []; + let attr = getProperty(this.object._data, this.attribute); + if ( getType(attr) !== "Object" ) attr = {value: [], custom: ""}; // Populate choices const choices = duplicate(this.options.choices); @@ -49,7 +49,7 @@ export default class TraitSelector extends FormApplication { } // Return data - return { + return { allowCustom: this.options.allowCustom, choices: choices, custom: attr ? attr.custom : "" diff --git a/module/config.js b/module/config.js index 84e85995..335ee657 100644 --- a/module/config.js +++ b/module/config.js @@ -54,6 +54,20 @@ SW5E.alignments = { 'ce': "SW5E.AlignmentCE" }; +/* -------------------------------------------- */ + +/** + * An enumeration of item attunement states + * @type {{"0": string, "1": string, "2": string}} + */ +SW5E.attunements = { + 0: "SW5E.AttunementNone", + 1: "SW5E.AttunementRequired", + 2: "SW5E.AttunementAttuned" +}; + +/* -------------------------------------------- */ + SW5E.weaponProficiencies = { "sim": "SW5E.WeaponSimpleProficiency", @@ -155,8 +169,8 @@ SW5E.tokenSizes = { SW5E.itemActionTypes = { "mwak": "SW5E.ActionMWAK", "rwak": "SW5E.ActionRWAK", - "msak": "SW5E.ActionMSAK", - "rsak": "SW5E.ActionRSAK", + "mpak": "SW5E.ActionMPAK", + "rpak": "SW5E.ActionRPAK", "save": "SW5E.ActionSave", "heal": "SW5E.ActionHeal", "abil": "SW5E.ActionAbil", @@ -396,17 +410,16 @@ SW5E.hitDieTypes = ["d6", "d8", "d10", "d12"]; /* -------------------------------------------- */ /** - * Character senses options - * @type {Object} + * The set of possible sensory perception types which an Actor may have + * @type {object} */ SW5E.senses = { - "bs": "SW5E.SenseBS", - "dv": "SW5E.SenseDV", - "ts": "SW5E.SenseTS", - "tr": "SW5E.SenseTR" + "blindsight": "SW5E.SenseBlindsight", + "darkvision": "SW5E.SenseDarkvision", + "tremorsense": "SW5E.SenseTremorsense", + "truesight": "SW5E.SenseTruesight" }; - /* -------------------------------------------- */ /** diff --git a/module/dice.js b/module/dice.js index 5eff6768..3a28b827 100644 --- a/module/dice.js +++ b/module/dice.js @@ -214,7 +214,6 @@ export async function damageRoll({parts, actor, data, event={}, rollMode=null, t messageData.speaker = speaker || ChatMessage.getSpeaker(); const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")}; parts = parts.concat(["@bonus"]); - fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); // Define inner roll function const _roll = function(parts, crit, form) { @@ -236,6 +235,7 @@ export async function damageRoll({parts, actor, data, event={}, rollMode=null, t roll.terms[0].alter(1, criticalBonusDice); roll._formula = roll.formula; } + roll.dice.forEach(d => d.options.critical = true); messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`; if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true; } @@ -251,7 +251,7 @@ export async function damageRoll({parts, actor, data, event={}, rollMode=null, t }; // Create the Roll instance - const roll = fastForward ? _roll(parts, critical || event.altKey) : await _damageRollDialog({ + const roll = fastForward ? _roll(parts, critical) : await _damageRollDialog({ template, title, parts, data, allowCritical, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll }); diff --git a/module/item/entity.js b/module/item/entity.js index 6466a88a..5da1d2dc 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -61,7 +61,7 @@ export default class Item5e extends Item { * @type {boolean} */ get hasAttack() { - return ["mwak", "rwak", "msak", "rsak"].includes(this.data.data.actionType); + return ["mwak", "rwak", "mpak", "rpak"].includes(this.data.data.actionType); } /* -------------------------------------------- */ @@ -101,7 +101,8 @@ export default class Item5e extends Item { * @type {boolean} */ get hasSave() { - return !!(this.data.data.save && this.data.data.save.ability); + const save = this.data.data?.save || {}; + return !!(save.ability && save.scaling); } /* -------------------------------------------- */ @@ -152,7 +153,7 @@ export default class Item5e extends Item { const itemData = this.data; const data = itemData.data; const C = CONFIG.SW5E; - const labels = {}; + const labels = this.labels = {}; // Classes if ( itemData.type === "class" ) { @@ -223,12 +224,8 @@ export default class Item5e extends Item { // Item Actions if ( data.hasOwnProperty("actionType") ) { - // Saving throws for unowned items - const save = data.save; - if ( save?.ability && !this.isOwned ) { - if ( save.scaling !== "flat" ) save.dc = null; - labels.save = game.i18n.format("SW5E.SaveDC", {dc: save.dc || "", ability: C.abilities[save.ability]}); - } + // Saving throws + this.getSaveDC(); // Damage let dam = data.damage || {}; @@ -236,10 +233,43 @@ export default class Item5e extends Item { labels.damage = dam.parts.map(d => d[0]).join(" + ").replace(/\+ -/g, "- "); labels.damageTypes = dam.parts.map(d => C.damageTypes[d[1]]).join(", "); } + + // Limited Uses + if ( this.isOwned && !!data.uses?.max ) { + let max = data.uses.max; + if ( !Number.isNumeric(max) ) { + max = Roll.replaceFormulaData(max, this.actor.getRollData()); + if ( Roll.MATH_PROXY.safeEval ) max = Roll.MATH_PROXY.safeEval(max); + } + data.uses.max = Number(max); + } + } + } + + /* -------------------------------------------- */ + + /** + * Update the derived power DC for an item that requires a saving throw + * @returns {number|null} + */ + getSaveDC() { + if ( !this.hasSave ) return; + const save = this.data.data?.save; + + // Actor power-DC based scaling + if ( save.scaling === "power" ) { + save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerdc") : null; } - // Assign labels - this.labels = labels; + // Ability-score based scaling + else if ( save.scaling !== "flat" ) { + save.dc = this.isOwned ? getProperty(this.actor.data, `data.abilities.${save.scaling}.dc`) : null; + } + + // Update labels + const abl = CONFIG.SW5E.abilities[save.ability]; + this.labels.save = game.i18n.format("SW5E.SaveDC", {dc: save.dc || "", ability: abl}); + return save.dc; } /* -------------------------------------------- */ @@ -250,9 +280,251 @@ export default class Item5e extends Item { * @param {string} [rollMode] The roll display mode with which to display (or not) the card * @param {boolean} [createMessage] Whether to automatically create a chat message (if true) or simply return * the prepared chat message data (if false). - * @return {Promise} + * @return {Promise} */ - async roll({configureDialog=true, rollMode=null, createMessage=true}={}) { + async roll({configureDialog=true, rollMode, createMessage=true}={}) { + let item = this; + const actor = this.actor; + + // Reference aspects of the item data necessary for usage + const id = this.data.data; // Item data + const hasArea = this.hasAreaTarget; // Is the ability usage an AoE? + const resource = id.consume || {}; // Resource consumption + const recharge = id.recharge || {}; // Recharge mechanic + const uses = id?.uses ?? {}; // Limited uses + const isPower = this.type === "power"; // Does the item require a power slot? + const requirePowerSlot = isPower && (id.level > 0) && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode); + + // Define follow-up actions resulting from the item usage + let createMeasuredTemplate = hasArea; // Trigger a template creation + let consumeRecharge = !!recharge.value; // Consume recharge + let consumeResource = !!resource.target && (resource.type !== "ammo") // Consume a linked (non-ammo) resource + let consumePowerSlot = requirePowerSlot; // Consume a power slot + let consumeUsage = !!uses.per; // Consume limited uses + let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses + + // Display a configuration dialog to customize the usage + const needsConfiguration = createMeasuredTemplate || consumeRecharge || consumeResource || consumePowerSlot || consumeUsage; + if (configureDialog && needsConfiguration) { + const configuration = await AbilityUseDialog.create(this); + if (!configuration) return; + + // Determine consumption preferences + createMeasuredTemplate = Boolean(configuration.placeTemplate); + consumeUsage = Boolean(configuration.consumeUse); + consumeRecharge = Boolean(configuration.consumeRecharge); + consumeResource = Boolean(configuration.consumeResource); + consumePowerSlot = Boolean(configuration.consumeSlot); + + // Handle power upcasting + if ( requirePowerSlot ) { + const slotLevel = configuration.level; + const powerLevel = slotLevel === "pact" ? actor.data.data.powers.pact.level : parseInt(slotLevel); + if (powerLevel !== id.level) { + const upcastData = mergeObject(this.data, {"data.level": powerLevel}, {inplace: false}); + item = this.constructor.createOwned(upcastData, actor); // Replace the item with an upcast version + } + if ( consumePowerSlot ) consumePowerSlot = slotLevel === "pact" ? "pact" : `power${powerLevel}`; + } + } + + // Determine whether the item can be used by testing for resource consumption + const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerSlot, consumeUsage, consumeQuantity}); + if ( !usage ) return; + const {actorUpdates, itemUpdates, resourceUpdates} = usage; + + // Commit pending data updates + if ( !isObjectEmpty(itemUpdates) ) await item.update(itemUpdates); + if ( consumeQuantity && (item.data.data.quantity === 0) ) await item.delete(); + if ( !isObjectEmpty(actorUpdates) ) await actor.update(actorUpdates); + if ( !isObjectEmpty(resourceUpdates) ) { + const resource = actor.items.get(id.consume?.target); + if ( resource ) await resource.update(resourceUpdates); + } + + // Initiate measured template creation + if ( createMeasuredTemplate ) { + const template = AbilityTemplate.fromItem(item); + if ( template ) template.drawPreview(); + } + + // Create or return the Chat Message data + return item.displayCard({rollMode, createMessage}); + } + + /* -------------------------------------------- */ + + /** + * Verify that the consumed resources used by an Item are available. + * Otherwise display an error and return false. + * @param {boolean} consumeQuantity Consume quantity of the item if other consumption modes are not available? + * @param {boolean} consumeRecharge Whether the item consumes the recharge mechanic + * @param {boolean} consumeResource Whether the item consumes a limited resource + * @param {string|boolean} consumePowerSlot A level of power slot consumed, or false + * @param {boolean} consumeUsage Whether the item consumes a limited usage + * @returns {object|boolean} A set of data changes to apply when the item is used, or false + * @private + */ + _getUsageUpdates({consumeQuantity=false, consumeRecharge=false, consumeResource=false, consumePowerSlot=false, consumeUsage=false}) { + + // Reference item data + const id = this.data.data; + const actorUpdates = {}; + const itemUpdates = {}; + const resourceUpdates = {}; + + // Consume Recharge + if ( consumeRecharge ) { + const recharge = id.recharge || {}; + if ( recharge.charged === false ) { + ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name})); + return false; + } + itemUpdates["data.recharge.charged"] = false; + } + + // Consume Limited Resource + if ( consumeResource ) { + const canConsume = this._handleConsumeResource(itemUpdates, actorUpdates, resourceUpdates); + if ( canConsume === false ) return false; + } + + // Consume Power Slots + if ( consumePowerSlot ) { + const level = this.actor?.data.data.powers[consumePowerSlot]; + const powers = Number(level?.value ?? 0); + if ( powers === 0 ) { + const label = game.i18n.localize(consumePowerSlot === "pact" ? "SW5E.PowerProgPact" : `SW5E.PowerLevel${id.level}`); + ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})); + return false; + } + actorUpdates[`data.powers.${consumePowerSlot}.value`] = Math.max(powers - 1, 0); + } + + // Consume Limited Usage + if ( consumeUsage ) { + const uses = id.uses || {}; + const available = Number(uses.value ?? 0); + let used = false; + + // Reduce usages + const remaining = Math.max(available - 1, 0); + if ( available >= 1 ) { + used = true; + itemUpdates["data.uses.value"] = remaining; + } + + // Otherwise reduce quantity + if ( consumeQuantity && !used ) { + const q = Number(id.quantity ?? 1); + if ( q >= 1 ) { + used = true; + itemUpdates["data.quantity"] = Math.max(q - 1, 0); + itemUpdates["data.uses.value"] = uses.max ?? 1; + } + } + + // If the item was not used, return a warning + if ( !used ) { + ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name})); + return false; + } + } + + // Return the configured usage + return {itemUpdates, actorUpdates, resourceUpdates}; + } + + /* -------------------------------------------- */ + + /** + * Handle update actions required when consuming an external resource + * @param {object} itemUpdates An object of data updates applied to this item + * @param {object} actorUpdates An object of data updates applied to the item owner (Actor) + * @param {object} resourceUpdates An object of data updates applied to a different resource item (Item) + * @return {boolean|void} Return false to block further progress, or return nothing to continue + * @private + */ + _handleConsumeResource(itemUpdates, actorUpdates, resourceUpdates) { + const actor = this.actor; + const itemData = this.data.data; + const consume = itemData.consume || {}; + if ( !consume.type ) return; + + // No consumed target + const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type]; + if ( !consume.target ) { + ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel})); + return false; + } + + // Identify the consumed resource and its current quantity + let resource = null; + let amount = Number(consume.amount ?? 1); + let quantity = 0; + switch ( consume.type ) { + case "attribute": + resource = getProperty(actor.data.data, consume.target); + quantity = resource || 0; + break; + case "ammo": + case "material": + resource = actor.items.get(consume.target); + quantity = resource ? resource.data.data.quantity : 0; + break; + case "charges": + resource = actor.items.get(consume.target); + if ( !resource ) break; + const uses = resource.data.data.uses; + if ( uses.per && uses.max ) quantity = uses.value; + else if ( resource.data.data.recharge?.value ) { + quantity = resource.data.data.recharge.charged ? 1 : 0; + amount = 1; + } + break; + } + + // Verify that a consumed resource is available + if ( !resource ) { + ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel})); + return false; + } + + // Verify that the required quantity is available + let remaining = quantity - amount; + if ( remaining < 0 ) { + ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel})); + return false; + } + + // Define updates to provided data objects + switch ( consume.type ) { + case "attribute": + actorUpdates[`data.${consume.target}`] = remaining; + break; + case "ammo": + case "material": + resourceUpdates["data.quantity"] = remaining; + break; + case "charges": + const uses = resource.data.data.uses || {}; + const recharge = resource.data.data.recharge || {}; + if ( uses.per && uses.max ) resourceUpdates["data.uses.value"] = remaining; + else if ( recharge.value ) resourceUpdates["data.recharge.charged"] = false; + break; + } + } + + /* -------------------------------------------- */ + + /** + * Display the chat card for an Item as a Chat Message + * @param {object} options Options which configure the display of the item chat card + * @param {string} rollMode The message visibility mode to apply to the created card + * @param {boolean} createMessage Whether to automatically create a ChatMessage entity (if true), or only return + * the prepared message data (if false) + */ + async displayCard({rollMode, createMessage=true}={}) { // Basic template rendering data const token = this.actor.token; @@ -271,190 +543,31 @@ export default class Item5e extends Item { hasAreaTarget: this.hasAreaTarget }; - // For feature items, optionally show an ability usage dialog - if (this.data.type === "feat") { - let configured = await this._rollFeat(configureDialog); - if ( configured === false ) return; - } else if ( this.data.type === "consumable" ) { - let configured = await this._rollConsumable(configureDialog); - if ( configured === false ) return; - } - - // For items which consume a resource, handle that here - const allowed = await this._handleResourceConsumption({isCard: true, isAttack: false}); - if ( allowed === false ) return; - // Render the chat card template const templateType = ["tool"].includes(this.data.type) ? this.data.type : "item"; const template = `systems/sw5e/templates/chat/${templateType}-card.html`; const html = await renderTemplate(template, templateData); - // Basic chat message data + // Create the ChatMessage data object const chatData = { user: game.user._id, type: CONST.CHAT_MESSAGE_TYPES.OTHER, content: html, flavor: this.data.data.chatFlavor || this.name, - speaker: { - actor: this.actor._id, - token: this.actor.token, - alias: this.actor.name - }, + speaker: ChatMessage.getSpeaker({actor: this.actor, token}), flags: {"core.canPopout": true} }; - // If the consumable was destroyed in the process - embed the item data in the surviving message + // If the Item was destroyed in the process of displaying its card - embed the item data in the chat message if ( (this.data.type === "consumable") && !this.actor.items.has(this.id) ) { chatData.flags["sw5e.itemData"] = this.data; } - // Toggle default roll mode - rollMode = rollMode || game.settings.get("core", "rollMode"); - if ( ["gmroll", "blindroll"].includes(rollMode) ) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM"); - if ( rollMode === "blindroll" ) chatData["blind"] = true; + // Apply the roll mode to adjust message visibility + ChatMessage.applyRollMode(chatData, rollMode || game.settings.get("core", "rollMode")); - // Create the chat message - if ( createMessage ) return ChatMessage.create(chatData); - else return chatData; - } - - /* -------------------------------------------- */ - - /** - * For items which consume a resource, handle the consumption of that resource when the item is used. - * There are four types of ability consumptions which are handled: - * 1. Ammunition (on attack rolls) - * 2. Attributes (on card usage) - * 3. Materials (on card usage) - * 4. Item Charges (on card usage) - * - * @param {boolean} isCard Is the item card being played? - * @param {boolean} isAttack Is an attack roll being made? - * @return {Promise} Can the item card or attack roll be allowed to proceed? - * @private - */ - async _handleResourceConsumption({isCard=false, isAttack=false}={}) { - const itemData = this.data.data; - const consume = itemData.consume || {}; - if ( !consume.type ) return true; - const actor = this.actor; - const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type]; - - // Only handle certain types for certain actions - if ( ((consume.type === "ammo") && !isAttack ) || ((consume.type !== "ammo") && !isCard) ) return true; - - // No consumed target set - if ( !consume.target ) { - ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel})); - return false; - } - - // Identify the consumed resource and it's quantity - let consumed = null; - let amount = parseInt(consume.amount || 1); - let quantity = 0; - switch ( consume.type ) { - case "attribute": - consumed = getProperty(actor.data.data, consume.target); - quantity = consumed || 0; - break; - case "ammo": - case "material": - consumed = actor.items.get(consume.target); - quantity = consumed ? consumed.data.data.quantity : 0; - break; - case "charges": - consumed = actor.items.get(consume.target); - if ( !consumed ) break; - const uses = consumed.data.data.uses; - if ( uses.per && uses.max ) quantity = uses.value; - else if ( consumed.data.data.recharge?.value ) { - quantity = consumed.data.data.recharge.charged ? 1 : 0; - amount = 1; - } - break; - } - - // Verify that the consumed resource is available - if ( [null, undefined].includes(consumed) ) { - ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel})); - return false; - } - let remaining = quantity - amount; - if ( remaining < 0) { - ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel})); - return false; - } - - // Update the consumed resource - switch ( consume.type ) { - case "attribute": - await this.actor.update({[`data.${consume.target}`]: remaining}); - break; - case "ammo": - case "material": - await consumed.update({"data.quantity": remaining}); - break; - case "charges": - const uses = consumed.data.data.uses || {}; - const recharge = consumed.data.data.recharge || {}; - if ( uses.per && uses.max ) await consumed.update({"data.uses.value": remaining}); - else if ( recharge.value ) await consumed.update({"data.recharge.charged": false}); - break; - } - return true; - } - - /* -------------------------------------------- */ - - /** - * Additional rolling steps when rolling a feat-type item - * @private - * @return {boolean} whether the roll should be prevented - */ - async _rollFeat(configureDialog) { - if ( this.data.type !== "feat" ) throw new Error("Wrong Item type"); - - // Configure whether to consume a limited use or to place a template - const charge = this.data.data.recharge; - const uses = this.data.data.uses; - let usesCharges = !!uses.per && !!uses.max; - let placeTemplate = false; - let consume = charge.value || usesCharges; - - // Determine whether the feat uses charges - configureDialog = configureDialog && (consume || this.hasAreaTarget); - if ( configureDialog ) { - const usage = await AbilityUseDialog.create(this); - if ( usage === null ) return false; - consume = Boolean(usage.get("consumeUse")); - placeTemplate = Boolean(usage.get("placeTemplate")); - } - - // Update Item data - const current = getProperty(this.data, "data.uses.value") || 0; - if ( consume && charge.value ) { - if ( !charge.charged ) { - ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name})); - return false; - } - else await this.update({"data.recharge.charged": false}); - } - else if ( consume && usesCharges ) { - if ( uses.value <= 0 ) { - ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name})); - return false; - } - await this.update({"data.uses.value": Math.max(current - 1, 0)}); - } - - // Maybe initiate template placement workflow - if ( this.hasAreaTarget && placeTemplate ) { - const template = AbilityTemplate.fromItem(this); - if ( template ) template.drawPreview(); - if ( this.owner && this.owner.sheet ) this.owner.sheet.minimize(); - } - return true; + // Create the Chat Message or return its data + return createMessage ? ChatMessage.create(chatData) : chatData; } /* -------------------------------------------- */ @@ -478,8 +591,9 @@ export default class Item5e extends Item { const fn = this[`_${this.data.type}ChatData`]; if ( fn ) fn.bind(this)(data, labels, props); - // General equipment properties + // Equipment properties if ( data.hasOwnProperty("equipped") && !["loot", "tool"].includes(this.data.type) ) { + if ( data.attunement === 1 ) props.push(game.i18n.localize(CONFIG.SW5E.attunements[1])); props.push( game.i18n.localize(data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped"), game.i18n.localize(data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient"), @@ -614,7 +728,7 @@ export default class Item5e extends Item { // Define Roll bonuses const parts = [`@mod`]; - if ( (this.data.type !== "weapon") || itemData.proficient ) { + if ( !["weapon", "consumable"].includes(this.data.type) || itemData.proficient ) { parts.push("@prof"); } @@ -625,9 +739,11 @@ export default class Item5e extends Item { // Ammunition Bonus delete this._ammo; + let ammo = null; + let ammoUpdate = null; const consume = itemData.consume; if ( consume?.type === "ammo" ) { - const ammo = this.actor.items.get(consume.target); + ammo = this.actor.items.get(consume.target); if(ammo?.data){ const q = ammo.data.data.quantity; const consumeAmount = consume.amount ?? 0; @@ -641,6 +757,11 @@ export default class Item5e extends Item { } } } + + // Get pending ammunition update + const usage = this._getUsageUpdates({consumeResource: true}); + if ( usage === false ) return null; + ammoUpdate = usage.resourceUpdates || {}; } // Compose roll options @@ -681,9 +802,8 @@ export default class Item5e extends Item { const roll = await d20Roll(rollConfig); if ( roll === false ) return null; - // Handle resource consumption if the attack roll was made - const allowed = await this._handleResourceConsumption({isCard: false, isAttack: true}); - if ( allowed === false ) return null; + // Commit ammunition consumption on attack rolls resource consumption if the attack roll was made + if ( ammo && !isObjectEmpty(ammoUpdate) ) await ammo.update(ammoUpdate); return roll; } @@ -693,12 +813,13 @@ export default class Item5e extends Item { * Place a damage roll using an item (weapon, feat, power, or equipment) * Rely upon the damageRoll logic for the core implementation. * @param {MouseEvent} [event] An event which triggered this roll, if any + * @param {boolean} [critical] Should damage be rolled as a critical hit? * @param {number} [powerLevel] If the item is a power, override the level for damage scaling * @param {boolean} [versatile] If the item is a weapon, roll damage using the versatile formula * @param {object} [options] Additional options passed to the damageRoll function * @return {Promise} A Promise which resolves to the created Roll instance */ - rollDamage({event, powerLevel=null, versatile=false, options={}}={}) { + rollDamage({critical=false, event=null, powerLevel=null, versatile=false, options={}}={}) { if ( !this.hasDamage ) throw new Error("You may not make a Damage Roll with this Item."); const itemData = this.data.data; const actorData = this.actor.data.data; @@ -712,10 +833,12 @@ export default class Item5e extends Item { // Configure the damage roll const title = `${this.name} - ${game.i18n.localize("SW5E.DamageRoll")}`; const rollConfig = { - event: event, - parts: parts, actor: this.actor, + critical: critical ?? event?.altKey ?? false, data: rollData, + event: event, + fastForward: event ? event.shiftKey || event.altKey || event.ctrlKey || event.metaKey : false, + parts: parts, title: title, flavor: this.labels.damageTypes.length ? `${title} (${this.labels.damageTypes})` : title, speaker: ChatMessage.getSpeaker({actor: this.actor}), @@ -864,74 +987,6 @@ export default class Item5e extends Item { /* -------------------------------------------- */ - /** - * Use a consumable item, deducting from the quantity or charges of the item. - * @param {boolean} configureDialog Whether to show a configuration dialog - * @return {boolean} Whether further execution should be prevented - * @private - */ - async _rollConsumable(configureDialog) { - if ( this.data.type !== "consumable" ) throw new Error("Wrong Item type"); - const itemData = this.data.data; - - // Determine whether to deduct uses of the item - const uses = itemData.uses || {}; - const autoDestroy = uses.autoDestroy; - let usesCharges = !!uses.per && (uses.max > 0); - const recharge = itemData.recharge || {}; - const usesRecharge = !!recharge.value; - - // Display a configuration dialog to confirm the usage - let placeTemplate = false; - let consume = uses.autoUse || true; - if ( configureDialog ) { - const usage = await AbilityUseDialog.create(this); - if ( usage === null ) return false; - consume = Boolean(usage.get("consumeUse")); - placeTemplate = Boolean(usage.get("placeTemplate")); - } - - // Update Item data - if ( consume ) { - const current = uses.value || 0; - const remaining = usesCharges ? Math.max(current - 1, 0) : current; - if ( usesRecharge ) await this.update({"data.recharge.charged": false}); - else { - const q = itemData.quantity; - // Case 1, reduce charges - if ( remaining ) { - await this.update({"data.uses.value": remaining}); - } - // Case 2, reduce quantity - else if ( q > 1 ) { - await this.update({"data.quantity": q - 1, "data.uses.value": uses.max || 0}); - } - // Case 3, destroy the item - else if ( (q <= 1) && autoDestroy ) { - await this.actor.deleteOwnedItem(this.id); - } - // Case 4, reduce item to 0 quantity and 0 charges - else if ( (q === 1) ) { - await this.update({"data.quantity": q - 1, "data.uses.value": 0}); - } - // Case 5, item unusable, display warning and do nothing - else { - ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name})); - } - } - } - - // Maybe initiate template placement workflow - if ( this.hasAreaTarget && placeTemplate ) { - const template = AbilityTemplate.fromItem(this); - if ( template ) template.drawPreview(); - if ( this.owner && this.owner.sheet ) this.owner.sheet.minimize(); - } - return true; - } - - /* -------------------------------------------- */ - /** * Perform an ability recharge test for an item which uses the d6 recharge mechanic * @return {Promise} A Promise which resolves to the created Roll instance @@ -1065,9 +1120,14 @@ export default class Item5e extends Item { case "attack": await item.rollAttack({event}); break; case "damage": - await item.rollDamage({event, powerLevel}); break; case "versatile": - await item.rollDamage({event, powerLevel, versatile: true}); break; + await item.rollDamage({ + critical: event.altKey, + event: event, + powerLevel: powerLevel, + versatile: action === "versatile" + }); + break; case "formula": await item.rollFormula({event, powerLevel}); break; case "save": diff --git a/module/item/sheet.js b/module/item/sheet.js index 2431cf69..6039d56a 100644 --- a/module/item/sheet.js +++ b/module/item/sheet.js @@ -61,6 +61,9 @@ export default class ItemSheet5e extends ItemSheet { data.isFlatDC = getProperty(data.item.data, "save.scaling") === "flat"; data.isLine = ["line", "wall"].includes(data.item.data.target?.type); + // Original maximum uses formula + if ( this.item._data.data?.uses?.max ) data.data.uses.max = this.item._data.data.uses.max; + // Vehicles data.isCrewed = data.item.data.activation?.type === 'crew'; data.isMountable = this._isItemMountable(data.item); @@ -91,7 +94,7 @@ export default class ItemSheet5e extends ItemSheet { ammo[i.id] = `${i.name} (${i.data.data.quantity})`; } return ammo; - }, {}); + }, {[item._id]: `${item.name} (${item.data.quantity})`}); } // Attributes @@ -313,7 +316,7 @@ export default class ItemSheet5e extends ItemSheet { // Render the Trait Selector dialog new TraitSelector(this.item, { - name: a.dataset.edit, + name: a.dataset.target, title: label.innerText, choices: Object.entries(CONFIG.SW5E.skills).reduce((obj, e) => { if ( choices.includes(e[0] ) ) obj[e[0]] = e[1]; diff --git a/module/macros.js b/module/macros.js index 8b9c91b2..96bb3419 100644 --- a/module/macros.js +++ b/module/macros.js @@ -55,6 +55,5 @@ export function rollItemMacro(itemName) { const item = items[0]; // Trigger the item roll - if ( item.data.type === "power" ) return actor.usePower(item); return item.roll(); } diff --git a/module/migration.js b/module/migration.js index ab830bcb..8b8fe54f 100644 --- a/module/migration.js +++ b/module/migration.js @@ -127,8 +127,8 @@ export const migrateActorData = function(actor) { const updateData = {}; // Actor Data Updates - _migrateActorBonuses(actor, updateData); _migrateActorMovement(actor, updateData); + _migrateActorSenses(actor, updateData); // Migrate Owned Items if ( !actor.items ) return updateData; @@ -191,6 +191,7 @@ function cleanActorData(actorData) { */ export const migrateItemData = function(item) { const updateData = {}; + _migrateItemAttunement(item, updateData); return updateData; }; @@ -228,33 +229,72 @@ export const migrateSceneData = function(scene) { /* -------------------------------------------- */ /** - * Migrate the actor bonuses object + * Migrate the actor speed string to movement object * @private */ -function _migrateActorBonuses(actor, updateData) { - const b = game.system.model.Actor.character.bonuses; - for ( let k of Object.keys(actor.data.bonuses || {}) ) { - if ( k in b ) updateData[`data.bonuses.${k}`] = b[k]; - else updateData[`data.bonuses.-=${k}`] = null; - } +function _migrateActorMovement(actor, updateData) { + const ad = actor.data; + const old = ad?.attributes?.speed?.value; + if ( old === undefined ) return; + const s = (old || "").split(" "); + if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null; + updateData["data.attributes.-=speed"] = null; + return updateData } /* -------------------------------------------- */ /** - * Migrate the actor bonuses object + * Migrate the actor traits.senses string to attributes.senses object * @private */ -function _migrateActorMovement(actor, updateData) { - if ( actor.data.attributes?.movement?.walk !== undefined ) return; - const s = (actor.data.attributes?.speed?.value || "").split(" "); - if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null; +function _migrateActorSenses(actor, updateData) { + const ad = actor.data; + if ( ad?.traits?.senses === undefined ) return; + const original = ad.traits.senses || ""; + + // Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft" + const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/ + let wasMatched = false; + + // Match each comma-separated term + for ( let s of original.split(",") ) { + s = s.trim(); + const match = s.match(pattern); + if ( !match ) continue; + const type = match[1].toLowerCase(); + if ( type in CONFIG.SW5E.senses ) { + updateData[`data.attributes.senses.${type}`] = Number(match[2]).toNearest(0.5); + wasMatched = true; + } + } + + // If nothing was matched, but there was an old string - put the whole thing in "special" + if ( !wasMatched && !!original ) { + updateData["data.attributes.senses.special"] = original; + } + + // Remove the old traits.senses string once the migration is complete + updateData["data.traits.-=senses"] = null; + return updateData; +} + +/* -------------------------------------------- */ + +/** + * Delete the old data.attuned boolean + * @private + */ +function _migrateItemAttunement(item, updateData) { + if ( item.data.attuned === undefined ) return; + updateData["data.attunement"] = 0; + updateData["data.-=attuned"] = null; + return updateData; } /* -------------------------------------------- */ - /** * A general tool to purge flags from all entities in a Compendium pack. * @param {Compendium} pack The compendium pack to clean diff --git a/module/pixi/ability-template.js b/module/pixi/ability-template.js index a7bf6e53..e594319d 100644 --- a/module/pixi/ability-template.js +++ b/module/pixi/ability-template.js @@ -45,7 +45,10 @@ export default class AbilityTemplate extends MeasuredTemplate { } // Return the template constructed from the item data - return new this(templateData); + const template = new this(templateData); + template.item = item; + template.actorSheet = item.actor?.sheet || null; + return template; } /* -------------------------------------------- */ @@ -55,9 +58,16 @@ export default class AbilityTemplate extends MeasuredTemplate { */ drawPreview() { const initialLayer = canvas.activeLayer; + + // Draw the template and switch to the template layer this.draw(); this.layer.activate(); this.layer.preview.addChild(this); + + // Hide the sheet that originated the preview + if ( this.actorSheet ) this.actorSheet.minimize(); + + // Activate interactivity this.activatePreviewListeners(initialLayer); } @@ -92,6 +102,7 @@ export default class AbilityTemplate extends MeasuredTemplate { canvas.app.view.oncontextmenu = null; canvas.app.view.onwheel = null; initialLayer.activate(); + this.actorSheet.maximize(); }; // Confirm the workflow (left-click) diff --git a/packs/classes.db b/packs/classes.db index 15860b9d..0730b2f1 100644 --- a/packs/classes.db +++ b/packs/classes.db @@ -1,12 +1,12 @@ -{"_id":"6T08zzKtmmpVwlXU","name":"Sorcerer","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a sorcerer, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Two daggers
  • \n
\n

Sorcerer Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusSorcery PointsFeatures
1st+2̶@Compendium[sw5e.classfeatures.oygRF3ZjTv2T7z0Y]{Powercasting}, @Compendium[sw5e.classfeatures.cmRCL9T9UgRYOj1c]{Sorcerous Origins}
2nd+22@Compendium[sw5e.classfeatures.LBKChJY5n02Afhnq]{Font of Magic}
3rd+232nd Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic}
4th+24@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+353rd Level Power Slot
6th+36Sorcerous Origin feature
7th+374th Level Power Slot
8th+38@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+495th Level Power Slot
10th+410@Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
11th+4116th Level Power Slot
12th+412@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+5137th Level Power Slot
14th+514Sorcerous Origin feature
15th+5158th Level Power Slot
16th+516@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+6179th Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
18th+618Sorcerous Origin feature
19th+619@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+620@Compendium[sw5e.classfeatures.F2lEKSmOY0NUruzY]{Sorcerous Restoration}
\n

Sorcerous Origins

\n

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

\n

Draconic Bloodline

\n

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

\n

Draconic Bloodline Features

\n

1st Level: @Compendium[sw5e.classfeatures.EZsonMThTNLZq35j]{Dragon Ancestor} @Compendium[sw5e.classfeatures.MW1ExvBLm8Hg82aA]{Draconic Resilience}

\n

6th Level: @Compendium[sw5e.classfeatures.x6eEZ9GUsuOcEa3G]{Elemental Affinity}

\n

14th Level: @Compendium[sw5e.classfeatures.3647zjKSE9zFwOXc]{Dragon Wings}

\n

18th Level: @Compendium[sw5e.classfeatures.Gsha4bl0apxqspFy]{Draconic Presence}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/fire_08.jpg","effects":[]} -{"_id":"6VoZrWxhOEKGYhnq","name":"Monk","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a monk, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

\n

Equipment

\n

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

\n
    \n
  • (a) a shortsword or (b) any simple weapon
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 darts
  • \n
\n

Monk Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4@Compendium[sw5e.classfeatures.UAvV7N7T4zJhxdfI]{Unarmored Defense}, @Compendium[sw5e.classfeatures.l50hjTxO2r0iecKw]{Martial Arts}
2nd+21d42+10 ft.@Compendium[sw5e.classfeatures.10b6z2W1txNkrGP7]{Ki}, @Compendium[sw5e.classfeatures.7vSrGc0MP5Vzm9Ac]{Unarmored Movement}
3rd+21d43+10 ft.@Compendium[sw5e.classfeatures.rtpQdX77dYWbDIOH]{Monastic Tradition}, @Compendium[sw5e.classfeatures.mzweVbnsJPQiVkAe]{Deflect Missiles}
4th+21d44+10 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.KQz9bqxVkXjDl8gK]{Slow Fall}
5th+31d65+10 ft.@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.pvRc6GAu1ok6zihC]{Stunning Strike}
6th+31d66+15 ft.\n

@Compendium[sw5e.classfeatures.7flZKruSSu6dHg6D]{Ki-Empowered Strikes},

\n

Monastic Tradition feature

\n
7th+31d67+15 ft.@Compendium[sw5e.classfeatures.a4P4DNMmH8CqSNkC]{Evasion}, @Compendium[sw5e.classfeatures.ZmC31XKS4YNENnoc]{Stillness of Mind}
8th+31d68+15 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.@Compendium[sw5e.classfeatures.bqWA7t9pDELbNRkp]{Purity of Body}
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+51d813+20 ft.@Compendium[sw5e.classfeatures.XjuGBeB8Y0C3A5D4]{Tongue of the Sun and Moon}
14th+51d814+25 ft.@Compendium[sw5e.classfeatures.7D2EkLdISwShEDlN]{Diamond Soul}
15th+51d815+25 ft.@Compendium[sw5e.classfeatures.gDH8PMrKvLHaNmEI]{Timeless Body}
16th+51d816+25 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+61d1017+25 ft.Monastic Tradition feature
18th+61d1018+30 ft.@Compendium[sw5e.classfeatures.3jwFt3hSqDswBlOH]{Empty Body}
19th+61d1019+30 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+61d1020+30 ft.@Compendium[sw5e.classfeatures.mQNPg89YIs7g5tG4]{Perfect Self}
\n

Monastic Traditions

\n

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

\n

Way of the Open Hand

\n

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

\n

Way of the Open Hand Features

\n

3rd Level: @Compendium[sw5e.classfeatures.iQxLNydNLlCHNKbp]{Open Hand Technique}

\n

6th Level: @Compendium[sw5e.classfeatures.Q7mOdk4b1lgjcptF]{Wholeness of Body}

\n

11th Level: @Compendium[sw5e.classfeatures.rBDZLatuoolT2FUW]{Tranquility}

\n

17th Level: @Compendium[sw5e.classfeatures.h1gM8SH3BNRtFevE]{Quivering Palm}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} -{"_id":"7WJp9vhi6F6SlAFa","name":"Warlock","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a warlock, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • \n
  • Leather armor, any simple weapon, and two daggers
  • \n
\n

Warlock Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesInvocations Known
1st+2@Compendium[sw5e.classfeatures.jTXHaK0vvT5DV3uO]{Otherworldly Patron}, @Compendium[sw5e.classfeatures.x6IJZwr6f0SGral7]{Pact Magic}̶
2nd+2@Compendium[sw5e.classfeatures.8MlxM2nEfE3Q0EVk]{Eldritch Invocations}2
3rd+2@Compendium[sw5e.classfeatures.QwgfIpCN8VWfoUtX]{Pact Boon}2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}2
5th+33rd Level Powers, +1 Invocation3
6th+3Otherworldly Patron feature3
7th+34th Level Powers, +1 Invocation4
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4
9th+45th Level Powers, +1 Invocation5
10th+4Otherworldly Patron feature5
11th+4@Compendium[sw5e.classfeatures.zB77V8BcCJvWVxck]{Mystic Arcanum (6th-Level Power)}5
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement},  +1 Invocation6
13th+5@Compendium[sw5e.classfeatures.HBn6FXLz7Eiudz0V]{Mystic Arcanum (7th-Level Power)}6
14th+5Otherworldly Patron feature6
15th+5@Compendium[sw5e.classfeatures.knDZR4l4QfLTKinm]{Mystic Arcanum (8th-Level Power)}, +1 Invocation7
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}7
17th+6@Compendium[sw5e.classfeatures.vMxJQEKeK6WwZFaF]{Mystic Arcanum (9th-Level Power)}7
18th+6+1 Invocation8
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}8
20th+6@Compendium[sw5e.classfeatures.0C04rwyvoknvFYiy]{Eldritch Master}8
\n
\n

Your Pact Boon

\n

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

\n

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.

\n

Pact of the Blade. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.

\n

Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding powers of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

\n
\n

Otherworldly Patrons

\n

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

\n

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

\n

The Fiend

\n

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

\n

The Fiend Features

\n

1st Level: @Compendium[sw5e.classfeatures.4IHsIcBhAVDt8QjY]{Expanded Power List} @Compendium[sw5e.classfeatures.Jv0zu4BtUi8bFCqJ]{Dark One's Blessing }

\n

6th Level: @Compendium[sw5e.classfeatures.OQSb0bO1yDI4aiMx]{Dark One's Own Luck}

\n

10th Level: @Compendium[sw5e.classfeatures.9UZ2WjUF2k58CQug]{Fiendish Resilience}

\n

14th Level: @Compendium[sw5e.classfeatures.aCUmlnHlUPHS0rdu]{Hurl Through Hell}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","his","itm","inv","nat","rel"],"value":[]},"powercasting":"pact","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/violet_21.jpg","effects":[]} -{"_id":"ABEBgWyRhVlDUIfq","name":"Fighter","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • \n
  • (a) a martial weapon and a shield or (b) two martial weapons
  • \n
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Fighter Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.nTjmWbyHweXuIqwc]{Second Wind}
2nd+2@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge}
3rd+2@Compendium[sw5e.classfeatures.ax8M0X0q1GGWM26j]{Martial Archetype}
4th+2@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
7th+3Martial Archetype feature
8th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
9th+4@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable}
10th+4Martial Archetype feature
11th+4@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (2)}
12th+4@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
13th+5@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (2 uses)}
14th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
15th+5Martial Archetype feature
16th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
17th+6@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge (2 uses)}, @Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (3 uses)}
18th+6Martial Archetype feature
19th+6@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (3)}
\n

Martial Archetypes

\n

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

\n

Champion

\n

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

\n

Champion Features

\n

3rd Level: @Compendium[sw5e.classfeatures.YgLQV1O849wE5TgM]{Improved Critical}

\n

7th Level: @Compendium[sw5e.classfeatures.dHu1yzIjD38BvGGd]{Remarkable Athlete}

\n

10th Level: @Compendium[sw5e.classfeatures.kYJsED0rqqqUcgKz]{Additional Fighting Style}

\n

15th Level: @Compendium[sw5e.classfeatures.aVKH6TLn1AG9hPSA]{Superior Critical}

\n

18th Level: @Compendium[sw5e.classfeatures.ipG5yx1tRNmeJfSH]{Survivor}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ani","ath","his","ins","itm","prc","sur"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/gray_08.jpg","effects":[]} -{"_id":"ILvRZGEx3aXqSVUt","name":"Bard","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a bard, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

\n

Equipment

\n

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

\n
    \n
  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • \n
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • \n
  • (a) a lute or (b) any other musical instrument
  • \n
  • Leather armor and a dagger
  • \n
\n

Bard Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.u4NLajXETJhJU31v]{Powercasting}, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d6)}
2nd+2@Compendium[sw5e.classfeatures.ezWijmCnlnQ9ZRX2]{Jack of All Trades}, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d6)}
3rd+2@Compendium[sw5e.classfeatures.ILhzFHiRrqgQ9dFJ]{Bard College} @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d8)}, @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration}
6th+3@Compendium[sw5e.classfeatures.SEJmsjkEhdAZ90ki]{Countercharm}, Bard College feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d8)}
10th+4@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d10)}, @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}, @Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
11th+46th Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power, Slot@Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d10)}
14th+5@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}, Bard College feature
15th+58th Level Power Slot, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d12)}
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d12)}
18th+6@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.GBYN5rH4nh1ocRlY]{Superior Inspiration}
\n

Bard Colleges

\n

College of Lore

\n

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences powerbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

\n

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

\n

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

\n

College of Lore Features

\n

3rd Level: @Compendium[sw5e.classfeatures.e9ytGikyLFgwZ5wi]{Bonus Proficiencies} @Compendium[sw5e.classfeatures.5zPmHPQUne7RDfaU]{Cutting Words}

\n

6th Level: @Compendium[sw5e.classfeatures.myBu3zi5eYvQIcuy]{Additional Magical Secrets}

\n

14th Level: @Compendium[sw5e.classfeatures.pquwueEMweRhiWaq]{Peerless Skill}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]} -{"_id":"VkRQ7glQvTWWiOCS","name":"Ranger","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a ranger, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons:  Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) scale mail or (b) leather armor
  • \n
  • (a) two shortswords or (b) two simple melee weapons
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A longbow and a quiver of 20 arrows
  • \n
\n

Ranger Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.u6xV3Ki3TXRrD7zg]{Powercasting}
3rd+2@Compendium[sw5e.classfeatures.1dJHU48yNqn3lcfx]{Ranger Archetype}, @Compendium[sw5e.classfeatures.kaHcUGiwi8AtfZIm]{Primeval Awareness}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvements}
7th+3Ranger Archetype feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.C5fzaOBc6HxyOWRn]{Land's Stride}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvement}, @Compendium[sw5e.classfeatures.r0unvWK0lPsDthDx]{Hide in Plain Sight}
11th+4Ranger Archetype feature
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.DhU2dWCNnX78TstR]{Vanish}
15th+5Ranger Archetype feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6@Compendium[sw5e.classfeatures.QBVmY56RMQuh6C8h]{Feral Senses}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.3CaP1vFHVR8LgHjx]{Foe Slayer}
\n

Ranger Archetypes

\n

A classic expression of the ranger ideal is the Hunter.

\n

Hunter

\n

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

\n

Hunter Features

\n

3rd Level: @Compendium[sw5e.classfeatures.wrxIW5sDfmGr3u5s]{Hunter's Prey}

\n

7th Level: @Compendium[sw5e.classfeatures.WgQrqjmeyMqDzVt3]{Defensive Tactics}

\n

11th Level: @Compendium[sw5e.classfeatures.7zlTRRXT1vWSBGjX]{Multiattack}

\n

15th Level: @Compendium[sw5e.classfeatures.a0Sq88dgnREcIMfl]{Superior Hunter's Defense}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"],"value":[]},"powercasting":"half","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/green_01.jpg","effects":[]} -{"_id":"gZiUvbXWLs0pOp0c","name":"Paladin","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a paladin, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a martial weapon and a shield or (b) two martial weapons
  • \n
  • (a) five javelins or (b) any simple melee weapon
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
  • Chain mail and a holy symbol
  • \n
\n

Paladin Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.E8ozg8avUVOX9N7u]{Divine Sense},  @Compendium[sw5e.classfeatures.OdrvL3afwLOPeuYZ]{Lay on Hands}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.ihoQHsmVZlyDbPhX]{Powercasting}, @Compendium[sw5e.classfeatures.ySMPQ6zNSlvkrl2f]{Divine Smite}
3rd+2@Compendium[sw5e.classfeatures.dY9yrqkyEDuF0CG2]{Divine Health}, @Compendium[sw5e.classfeatures.olAqNsUTIef9x8xC]{Sacred Oath}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.carGDhkIdoduTC0I]{Aura of Protection}
7th+3Sacred Oath feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.nahSkBO6LH4HkpaT]{Aura of Courage}
11th+4@Compendium[sw5e.classfeatures.FAk41RPCTcvCk6KI]{Improved Divine Smite}
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.U7BIPVPsptBmwsnV]{Cleansing Touch}
15th+5Sacred Oath feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6Aura improvements
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6Sacred Oath feature
\n

Sacred Oaths

\n

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

\n

Oath of Devotion

\n

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

\n

Oath Powers

\n

You gain oath powers at the paladin levels listed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelPowers
3rd@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}, @Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary}
5th@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}
9th@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}
13th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}
17th@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}, @Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}
\n

Channel Divinity

\n

When you take this oath at 3rd level, you gain the following two @Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Channel Divinity} options.

\n

@Compendium[sw5e.classfeatures.xNN0JMKqlG4hKVYu]{Channel Divinity: Sacred Weapon}

\n

@Compendium[sw5e.classfeatures.ZdwGlsJNtc7pGFCd]{Channel Divinity: Turn the Unholy}

\n

Breaking Your Oath

\n

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

\n

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

\n

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"powercasting":"half","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} -{"_id":"pvEzGSv71zBhaolc","name":"Barbarian","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a barbarian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) a greataxe or (b) any martial melee weapon
  • \n
  • (a) two handaxes or (b) any simple weapon
  • \n
  • An explorer’s pack and four javelins
  • \n
\n

Barbarian Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesRagesRage Damage
1st+2@Compendium[sw5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}, @Compendium[sw5e.classfeatures.SZbsNbaxFFGwBpNK]{Unarmored Defense}2+2
2nd+2@Compendium[sw5e.classfeatures.SCVjqRdlZ9cvHVSR]{Reckless Attack}, @Compendium[sw5e.classfeatures.vt31lWAULygEl7yk]{Danger Sense}2+2
3rd+2@Compendium[sw5e.classfeatures.TH1QAf6YNGSeBVjT]{Primal Path}3+2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}3+2
5th+3@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.Kl6zifJ5OmdHlOi2]{Fast Movement}3+2
6th+3Path feature4+2
7th+3@Compendium[sw5e.classfeatures.NlXslw4yAqmKZWtN]{Feral Instinct}4+2
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4+2
9th+4@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (1 die)}4+3
10th+4Path feature4+3
11th+4@Compendium[sw5e.classfeatures.FqfmbPgxiyrWzhYk]{Relentless Rage}4+3
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+3
13th+5@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (2 dice)}5+3
14th+5Path feature5+3
15th+5@Compendium[sw5e.classfeatures.l8tUhZ5Pecm9wz7I]{Persistent Rage}5+3
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+4
17th+6@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (3 dice)}6+4
18th+6@Compendium[sw5e.classfeatures.Q1exex5ALteprrPo]{Indomitable Might}6+4
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}6+4
20th+6@Compendium[sw5e.classfeatures.jVU4AgqfrFaqgXns]{Primal Champion}Unlimited+4
\n

Primal Paths

\n

Path of the Berserker

\n

For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

\n

Path of the Berserker Features

\n

3rd Level: @Compendium[sw5e.classfeatures.CkbbAckeCtyHXEnL]{Frenzy}

\n

6th Level: @Compendium[sw5e.classfeatures.0Jgf8fYY2ExwgQpN]{Mindless Rage}

\n

10th Level: @Compendium[sw5e.classfeatures.M6VSMzVtKPhh8B0i]{Intimidating Presence}

\n

14th Level: @Compendium[sw5e.classfeatures.xzD9zlRP6dUxCtCl]{Retaliation}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":["ani","ath","itm","nat","prc","sur"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_01.jpg","effects":[]} -{"_id":"tlwBnN8GmqJcTgub","name":"Cleric","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a cleric, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a mace or (b) a warhammer (if proficient)
  • \n
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
  • A shield and a holy symbol
  • \n
\n

Cleric Advancement

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

Divine Domains

\n

Life Domain

\n

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

\n

Life Domain Powers

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

Life Domain Features

\n

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

\n

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

\n

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

\n

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

\n

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

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

As a wizard, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a quarterstaff or (b) a dagger
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a scholar’s pack or (b) an explorer’s pack
  • \n
  • A powerbook
  • \n
\n

Wizard Advancement

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

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

\n

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

\n
\n

Your Powerbook

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Arcane Traditions

\n

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

\n

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

\n

School of Evocation

\n

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

\n

School of Evocation Features

\n

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

\n

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

\n

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

\n

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

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

As a rogue, you have the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a rapier or (b) a shortsword
  • \n
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • (a) Leather armor, two daggers, and thieves’ tools
  • \n
\n

Rogue Advancement

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

Roguish Archetypes

\n

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

\n

Thief

\n

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

\n

Thief Features

\n

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

\n

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

\n

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

\n

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

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

As a druid, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a wooden shield or (b) any simple weapon
  • \n
  • (a) a scimitar or (b) any simple melee weapon
  • \n
  • Leather armor, an explorer’s pack, and a druidic focus
  • \n
\n

Druid Advancement

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

Sacred Plants and Wood

\n

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

\n

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

\n

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

\n

Druids and the Gods

\n

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

\n

Druid Circles

\n

Circle of the Land

\n

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

\n

Circle of the Land Features

\n

2nd Level: Bonus Cantrip Natural Recovery

\n

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

\n

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

\n

10th Level: Nature's Ward

\n

14th Level: Nature's Sanctuary

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":"","powercasting":"full","damage":{"parts":[]}},"flags":{"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.7.3","systemVersion":0.98}},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} +{"_id":"6T08zzKtmmpVwlXU","name":"Sorcerer","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a sorcerer, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Two daggers
  • \n
\n

Sorcerer Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusSorcery PointsFeatures
1st+2̶@Compendium[sw5e.classfeatures.oygRF3ZjTv2T7z0Y]{Powercasting}, @Compendium[sw5e.classfeatures.cmRCL9T9UgRYOj1c]{Sorcerous Origins}
2nd+22@Compendium[sw5e.classfeatures.LBKChJY5n02Afhnq]{Font of Magic}
3rd+232nd Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic}
4th+24@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+353rd Level Power Slot
6th+36Sorcerous Origin feature
7th+374th Level Power Slot
8th+38@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+495th Level Power Slot
10th+410@Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
11th+4116th Level Power Slot
12th+412@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+5137th Level Power Slot
14th+514Sorcerous Origin feature
15th+5158th Level Power Slot
16th+516@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+6179th Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
18th+618Sorcerous Origin feature
19th+619@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+620@Compendium[sw5e.classfeatures.F2lEKSmOY0NUruzY]{Sorcerous Restoration}
\n

Sorcerous Origins

\n

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

\n

Draconic Bloodline

\n

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

\n

Draconic Bloodline Features

\n

1st Level: @Compendium[sw5e.classfeatures.EZsonMThTNLZq35j]{Dragon Ancestor} @Compendium[sw5e.classfeatures.MW1ExvBLm8Hg82aA]{Draconic Resilience}

\n

6th Level: @Compendium[sw5e.classfeatures.x6eEZ9GUsuOcEa3G]{Elemental Affinity}

\n

14th Level: @Compendium[sw5e.classfeatures.3647zjKSE9zFwOXc]{Dragon Wings}

\n

18th Level: @Compendium[sw5e.classfeatures.Gsha4bl0apxqspFy]{Draconic Presence}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/fire_08.jpg","effects":[]} +{"_id":"6VoZrWxhOEKGYhnq","name":"Monk","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a monk, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

\n

Equipment

\n

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

\n
    \n
  • (a) a shortsword or (b) any simple weapon
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 darts
  • \n
\n

Monk Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4@Compendium[sw5e.classfeatures.UAvV7N7T4zJhxdfI]{Unarmored Defense}, @Compendium[sw5e.classfeatures.l50hjTxO2r0iecKw]{Martial Arts}
2nd+21d42+10 ft.@Compendium[sw5e.classfeatures.10b6z2W1txNkrGP7]{Ki}, @Compendium[sw5e.classfeatures.7vSrGc0MP5Vzm9Ac]{Unarmored Movement}
3rd+21d43+10 ft.@Compendium[sw5e.classfeatures.rtpQdX77dYWbDIOH]{Monastic Tradition}, @Compendium[sw5e.classfeatures.mzweVbnsJPQiVkAe]{Deflect Missiles}
4th+21d44+10 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.KQz9bqxVkXjDl8gK]{Slow Fall}
5th+31d65+10 ft.@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.pvRc6GAu1ok6zihC]{Stunning Strike}
6th+31d66+15 ft.\n

@Compendium[sw5e.classfeatures.7flZKruSSu6dHg6D]{Ki-Empowered Strikes},

\n

Monastic Tradition feature

\n
7th+31d67+15 ft.@Compendium[sw5e.classfeatures.a4P4DNMmH8CqSNkC]{Evasion}, @Compendium[sw5e.classfeatures.ZmC31XKS4YNENnoc]{Stillness of Mind}
8th+31d68+15 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.@Compendium[sw5e.classfeatures.bqWA7t9pDELbNRkp]{Purity of Body}
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+51d813+20 ft.@Compendium[sw5e.classfeatures.XjuGBeB8Y0C3A5D4]{Tongue of the Sun and Moon}
14th+51d814+25 ft.@Compendium[sw5e.classfeatures.7D2EkLdISwShEDlN]{Diamond Soul}
15th+51d815+25 ft.@Compendium[sw5e.classfeatures.gDH8PMrKvLHaNmEI]{Timeless Body}
16th+51d816+25 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+61d1017+25 ft.Monastic Tradition feature
18th+61d1018+30 ft.@Compendium[sw5e.classfeatures.3jwFt3hSqDswBlOH]{Empty Body}
19th+61d1019+30 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+61d1020+30 ft.@Compendium[sw5e.classfeatures.mQNPg89YIs7g5tG4]{Perfect Self}
\n

Monastic Traditions

\n

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

\n

Way of the Open Hand

\n

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

\n

Way of the Open Hand Features

\n

3rd Level: @Compendium[sw5e.classfeatures.iQxLNydNLlCHNKbp]{Open Hand Technique}

\n

6th Level: @Compendium[sw5e.classfeatures.Q7mOdk4b1lgjcptF]{Wholeness of Body}

\n

11th Level: @Compendium[sw5e.classfeatures.rBDZLatuoolT2FUW]{Tranquility}

\n

17th Level: @Compendium[sw5e.classfeatures.h1gM8SH3BNRtFevE]{Quivering Palm}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} +{"_id":"7WJp9vhi6F6SlAFa","name":"Warlock","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a warlock, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • \n
  • Leather armor, any simple weapon, and two daggers
  • \n
\n

Warlock Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesInvocations Known
1st+2@Compendium[sw5e.classfeatures.jTXHaK0vvT5DV3uO]{Otherworldly Patron}, @Compendium[sw5e.classfeatures.x6IJZwr6f0SGral7]{Pact Magic}̶
2nd+2@Compendium[sw5e.classfeatures.8MlxM2nEfE3Q0EVk]{Eldritch Invocations}2
3rd+2@Compendium[sw5e.classfeatures.QwgfIpCN8VWfoUtX]{Pact Boon}2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}2
5th+33rd Level Powers, +1 Invocation3
6th+3Otherworldly Patron feature3
7th+34th Level Powers, +1 Invocation4
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4
9th+45th Level Powers, +1 Invocation5
10th+4Otherworldly Patron feature5
11th+4@Compendium[sw5e.classfeatures.zB77V8BcCJvWVxck]{Mystic Arcanum (6th-Level Power)}5
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, +1 Invocation6
13th+5@Compendium[sw5e.classfeatures.HBn6FXLz7Eiudz0V]{Mystic Arcanum (7th-Level Power)}6
14th+5Otherworldly Patron feature6
15th+5@Compendium[sw5e.classfeatures.knDZR4l4QfLTKinm]{Mystic Arcanum (8th-Level Power)}, +1 Invocation7
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}7
17th+6@Compendium[sw5e.classfeatures.vMxJQEKeK6WwZFaF]{Mystic Arcanum (9th-Level Power)}7
18th+6+1 Invocation8
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}8
20th+6@Compendium[sw5e.classfeatures.0C04rwyvoknvFYiy]{Eldritch Master}8
\n
\n

Your Pact Boon

\n

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

\n

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.

\n

Pact of the Blade. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.

\n

Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding powers of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

\n
\n

Otherworldly Patrons

\n

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

\n

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

\n

The Fiend

\n

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

\n

The Fiend Features

\n

1st Level: @Compendium[sw5e.classfeatures.4IHsIcBhAVDt8QjY]{Expanded Power List} @Compendium[sw5e.classfeatures.Jv0zu4BtUi8bFCqJ]{Dark One's Blessing }

\n

6th Level: @Compendium[sw5e.classfeatures.OQSb0bO1yDI4aiMx]{Dark One's Own Luck}

\n

10th Level: @Compendium[sw5e.classfeatures.9UZ2WjUF2k58CQug]{Fiendish Resilience}

\n

14th Level: @Compendium[sw5e.classfeatures.aCUmlnHlUPHS0rdu]{Hurl Through Hell}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","his","itm","inv","nat","rel"],"value":[]},"powercasting":"pact","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/violet_21.jpg","effects":[]} +{"_id":"ABEBgWyRhVlDUIfq","name":"Fighter","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • \n
  • (a) a martial weapon and a shield or (b) two martial weapons
  • \n
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Fighter Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.nTjmWbyHweXuIqwc]{Second Wind}
2nd+2@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge}
3rd+2@Compendium[sw5e.classfeatures.ax8M0X0q1GGWM26j]{Martial Archetype}
4th+2@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
7th+3Martial Archetype feature
8th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
9th+4@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable}
10th+4Martial Archetype feature
11th+4@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (2)}
12th+4@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
13th+5@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (2 uses)}
14th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
15th+5Martial Archetype feature
16th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
17th+6@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge (2 uses)}, @Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (3 uses)}
18th+6Martial Archetype feature
19th+6@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (3)}
\n

Martial Archetypes

\n

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

\n

Champion

\n

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

\n

Champion Features

\n

3rd Level: @Compendium[sw5e.classfeatures.YgLQV1O849wE5TgM]{Improved Critical}

\n

7th Level: @Compendium[sw5e.classfeatures.dHu1yzIjD38BvGGd]{Remarkable Athlete}

\n

10th Level: @Compendium[sw5e.classfeatures.kYJsED0rqqqUcgKz]{Additional Fighting Style}

\n

15th Level: @Compendium[sw5e.classfeatures.aVKH6TLn1AG9hPSA]{Superior Critical}

\n

18th Level: @Compendium[sw5e.classfeatures.ipG5yx1tRNmeJfSH]{Survivor}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ani","ath","his","ins","itm","prc","sur"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/gray_08.jpg","effects":[]} +{"_id":"ILvRZGEx3aXqSVUt","name":"Bard","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a bard, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

\n

Equipment

\n

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

\n
    \n
  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • \n
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • \n
  • (a) a lute or (b) any other musical instrument
  • \n
  • Leather armor and a dagger
  • \n
\n

Bard Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.u4NLajXETJhJU31v]{Powercasting}, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d6)}
2nd+2@Compendium[sw5e.classfeatures.ezWijmCnlnQ9ZRX2]{Jack of All Trades}, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d6)}
3rd+2@Compendium[sw5e.classfeatures.ILhzFHiRrqgQ9dFJ]{Bard College} @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d8)}, @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration}
6th+3@Compendium[sw5e.classfeatures.SEJmsjkEhdAZ90ki]{Countercharm}, Bard College feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d8)}
10th+4@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d10)}, @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}, @Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
11th+46th Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power, Slot@Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d10)}
14th+5@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}, Bard College feature
15th+58th Level Power Slot, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d12)}
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d12)}
18th+6@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.GBYN5rH4nh1ocRlY]{Superior Inspiration}
\n

Bard Colleges

\n

College of Lore

\n

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences powerbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

\n

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

\n

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

\n

College of Lore Features

\n

3rd Level: @Compendium[sw5e.classfeatures.e9ytGikyLFgwZ5wi]{Bonus Proficiencies} @Compendium[sw5e.classfeatures.5zPmHPQUne7RDfaU]{Cutting Words}

\n

6th Level: @Compendium[sw5e.classfeatures.myBu3zi5eYvQIcuy]{Additional Magical Secrets}

\n

14th Level: @Compendium[sw5e.classfeatures.pquwueEMweRhiWaq]{Peerless Skill}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]} +{"_id":"VkRQ7glQvTWWiOCS","name":"Ranger","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a ranger, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) scale mail or (b) leather armor
  • \n
  • (a) two shortswords or (b) two simple melee weapons
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A longbow and a quiver of 20 arrows
  • \n
\n

Ranger Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.u6xV3Ki3TXRrD7zg]{Powercasting}
3rd+2@Compendium[sw5e.classfeatures.1dJHU48yNqn3lcfx]{Ranger Archetype}, @Compendium[sw5e.classfeatures.kaHcUGiwi8AtfZIm]{Primeval Awareness}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvements}
7th+3Ranger Archetype feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.C5fzaOBc6HxyOWRn]{Land's Stride}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvement}, @Compendium[sw5e.classfeatures.r0unvWK0lPsDthDx]{Hide in Plain Sight}
11th+4Ranger Archetype feature
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.DhU2dWCNnX78TstR]{Vanish}
15th+5Ranger Archetype feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6@Compendium[sw5e.classfeatures.QBVmY56RMQuh6C8h]{Feral Senses}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.3CaP1vFHVR8LgHjx]{Foe Slayer}
\n

Ranger Archetypes

\n

A classic expression of the ranger ideal is the Hunter.

\n

Hunter

\n

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

\n

Hunter Features

\n

3rd Level: @Compendium[sw5e.classfeatures.wrxIW5sDfmGr3u5s]{Hunter's Prey}

\n

7th Level: @Compendium[sw5e.classfeatures.WgQrqjmeyMqDzVt3]{Defensive Tactics}

\n

11th Level: @Compendium[sw5e.classfeatures.7zlTRRXT1vWSBGjX]{Multiattack}

\n

15th Level: @Compendium[sw5e.classfeatures.a0Sq88dgnREcIMfl]{Superior Hunter's Defense}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"],"value":[]},"powercasting":"half","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/green_01.jpg","effects":[]} +{"_id":"gZiUvbXWLs0pOp0c","name":"Paladin","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a paladin, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a martial weapon and a shield or (b) two martial weapons
  • \n
  • (a) five javelins or (b) any simple melee weapon
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
  • Chain mail and a holy symbol
  • \n
\n

Paladin Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.E8ozg8avUVOX9N7u]{Divine Sense}, @Compendium[sw5e.classfeatures.OdrvL3afwLOPeuYZ]{Lay on Hands}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.ihoQHsmVZlyDbPhX]{Powercasting}, @Compendium[sw5e.classfeatures.ySMPQ6zNSlvkrl2f]{Divine Smite}
3rd+2@Compendium[sw5e.classfeatures.dY9yrqkyEDuF0CG2]{Divine Health}, @Compendium[sw5e.classfeatures.olAqNsUTIef9x8xC]{Sacred Oath}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.carGDhkIdoduTC0I]{Aura of Protection}
7th+3Sacred Oath feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.nahSkBO6LH4HkpaT]{Aura of Courage}
11th+4@Compendium[sw5e.classfeatures.FAk41RPCTcvCk6KI]{Improved Divine Smite}
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.U7BIPVPsptBmwsnV]{Cleansing Touch}
15th+5Sacred Oath feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6Aura improvements
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6Sacred Oath feature
\n

Sacred Oaths

\n

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

\n

Oath of Devotion

\n

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

\n

Oath Powers

\n

You gain oath powers at the paladin levels listed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelPowers
3rd@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}, @Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary}
5th@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}
9th@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}
13th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}
17th@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}, @Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}
\n

Channel Divinity

\n

When you take this oath at 3rd level, you gain the following two @Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Channel Divinity} options.

\n

@Compendium[sw5e.classfeatures.xNN0JMKqlG4hKVYu]{Channel Divinity: Sacred Weapon}

\n

@Compendium[sw5e.classfeatures.ZdwGlsJNtc7pGFCd]{Channel Divinity: Turn the Unholy}

\n

Breaking Your Oath

\n

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

\n

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

\n

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"powercasting":"half","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"pvEzGSv71zBhaolc","name":"Barbarian","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a barbarian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) a greataxe or (b) any martial melee weapon
  • \n
  • (a) two handaxes or (b) any simple weapon
  • \n
  • An explorer’s pack and four javelins
  • \n
\n

Barbarian Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesRagesRage Damage
1st+2@Compendium[sw5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}, @Compendium[sw5e.classfeatures.SZbsNbaxFFGwBpNK]{Unarmored Defense}2+2
2nd+2@Compendium[sw5e.classfeatures.SCVjqRdlZ9cvHVSR]{Reckless Attack}, @Compendium[sw5e.classfeatures.vt31lWAULygEl7yk]{Danger Sense}2+2
3rd+2@Compendium[sw5e.classfeatures.TH1QAf6YNGSeBVjT]{Primal Path}3+2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}3+2
5th+3@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.Kl6zifJ5OmdHlOi2]{Fast Movement}3+2
6th+3Path feature4+2
7th+3@Compendium[sw5e.classfeatures.NlXslw4yAqmKZWtN]{Feral Instinct}4+2
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4+2
9th+4@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (1 die)}4+3
10th+4Path feature4+3
11th+4@Compendium[sw5e.classfeatures.FqfmbPgxiyrWzhYk]{Relentless Rage}4+3
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+3
13th+5@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (2 dice)}5+3
14th+5Path feature5+3
15th+5@Compendium[sw5e.classfeatures.l8tUhZ5Pecm9wz7I]{Persistent Rage}5+3
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+4
17th+6@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (3 dice)}6+4
18th+6@Compendium[sw5e.classfeatures.Q1exex5ALteprrPo]{Indomitable Might}6+4
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}6+4
20th+6@Compendium[sw5e.classfeatures.jVU4AgqfrFaqgXns]{Primal Champion}Unlimited+4
\n

Primal Paths

\n

Path of the Berserker

\n

For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

\n

Path of the Berserker Features

\n

3rd Level: @Compendium[sw5e.classfeatures.CkbbAckeCtyHXEnL]{Frenzy}

\n

6th Level: @Compendium[sw5e.classfeatures.0Jgf8fYY2ExwgQpN]{Mindless Rage}

\n

10th Level: @Compendium[sw5e.classfeatures.M6VSMzVtKPhh8B0i]{Intimidating Presence}

\n

14th Level: @Compendium[sw5e.classfeatures.xzD9zlRP6dUxCtCl]{Retaliation}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":["ani","ath","itm","nat","prc","sur"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_01.jpg","effects":[]} +{"_id":"tlwBnN8GmqJcTgub","name":"Cleric","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a cleric, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a mace or (b) a warhammer (if proficient)
  • \n
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
  • A shield and a holy symbol
  • \n
\n

Cleric Advancement

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

Divine Domains

\n

Life Domain

\n

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

\n

Life Domain Powers

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

Life Domain Features

\n

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

\n

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

\n

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

\n

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

\n

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

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

As a wizard, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a quarterstaff or (b) a dagger
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a scholar’s pack or (b) an explorer’s pack
  • \n
  • A powerbook
  • \n
\n

Wizard Advancement

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

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

\n

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

\n
\n

Your Powerbook

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Arcane Traditions

\n

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

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

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School of Evocation

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

\n

School of Evocation Features

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

\n

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

\n

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

\n

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

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

As a rogue, you have the following class features.

\n

Hit Points

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

\n

Proficiencies

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

\n

Equipment

\n

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

\n
    \n
  • (a) a rapier or (b) a shortsword
  • \n
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • (a) Leather armor, two daggers, and thieves’ tools
  • \n
\n

Rogue Advancement

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

Roguish Archetypes

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

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Thief

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

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Thief Features

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

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

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

\n

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

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

As a druid, you gain the following class features.

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Hit Points

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a wooden shield or (b) any simple weapon
  • \n
  • (a) a scimitar or (b) any simple melee weapon
  • \n
  • Leather armor, an explorer’s pack, and a druidic focus
  • \n
\n

Druid Advancement

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

Sacred Plants and Wood

\n

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

\n

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

\n

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

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Druids and the Gods

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

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Druid Circles

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Circle of the Land

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

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Circle of the Land Features

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2nd Level: Bonus Cantrip Natural Recovery

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

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

\n

10th Level: Nature's Ward

\n

14th Level: Nature's Sanctuary

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":"","powercasting":"full","damage":{"parts":[]}},"flags":{"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.7.3","systemVersion":0.98}},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} diff --git a/packs/classfeatures.db b/packs/classfeatures.db index b864a0f6..4dd49bed 100644 --- a/packs/classfeatures.db +++ b/packs/classfeatures.db @@ -2,27 +2,27 @@ {"_id":"06NVMYf58Z76O85O","name":"Fighting Style: Protection","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 84","activation":{"type":"reaction","cost":1,"condition":"Must be wearing a shield."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Paladin 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_14.jpg","effects":[]} {"_id":"0C04rwyvoknvFYiy","name":"Eldritch Master","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended power slots. You can spend 1 minute entreating your patron for aid to regain all your expended power slots from your Pact Magic feature. Once you regain power slots with this feature, you must finish a long rest before you can do so again.

","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_26.jpg","effects":[]} {"_id":"0Jgf8fYY2ExwgQpN","name":"Mindless Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your @Compendium[sw5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}, the effect is suspended for the duration of the rage.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Path of the Berserker 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]} -{"_id":"10b6z2W1txNkrGP7","name":"Ki","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level equals the number of ki points you have, so a 2nd level monk has 2 ki points, a 16th level monk has 16.

\n

You can spend these points to fuel various ki features. You start knowing three such features: @Compendium[sw5e.classfeatures.5MwNlVZK7m6VolOH]{Ki: Flurry of Blows}, @Compendium[sw5e.classfeatures.TDglPcxIVEzvVSgK]{Ki: Patient Defense}, and @Compendium[sw5e.classfeatures.yrSFIGTaQOH2PFRI]{Ki: Step of the Wind}. You learn more ki features as you gain levels in this class. 

\n

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

\n

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

**Foundry note: Use this to track all the various uses of ki for the monk. Note the limited uses is set to the base default of 2 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]} +{"_id":"10b6z2W1txNkrGP7","name":"Ki","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level equals the number of ki points you have, so a 2nd level monk has 2 ki points, a 16th level monk has 16.

You can spend these points to fuel various ki features. You start knowing three such features: @Compendium[sw5e.classfeatures.5MwNlVZK7m6VolOH]{Ki: Flurry of Blows}, @Compendium[sw5e.classfeatures.TDglPcxIVEzvVSgK]{Ki: Patient Defense}, and @Compendium[sw5e.classfeatures.yrSFIGTaQOH2PFRI]{Ki: Step of the Wind}. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

**Foundry note: Use this to track all the various uses of ki for the monk. Note the limited uses is set to the base default of 2 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]} {"_id":"1DY8w3CXeD7PHDXF","name":"Multiattack: Whirlwind Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_06.jpg","effects":[]} {"_id":"1dJHU48yNqn3lcfx","name":"Ranger Archetype","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_05.jpg","effects":[]} {"_id":"2fyuw7MiCnocDeAU","name":"Invocation: Agonizing Blast","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you cast @Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}, add your Charisma modifier to the damage it deals on a hit.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2, Eldritch Blast","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_12.jpg","effects":[]} -{"_id":"31bKbWe9ZGVLEns6","name":"Signature Powers (Second Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 20th level, you gain mastery over two powerful powers and can cast them with little effort. Choose two 3rd-level wizard powers in your powerbook as your signature powers. You always have these powers prepared, they don't count against the number of powers you have prepared, and you can cast each of them once at 3rd level without expending a power slot. When you do so, you can't do so again until you finish a short or long rest. 

\n

If you want to cast either power at a higher level, you must expend a power slot as normal.

\n

If you wish, manually edit this entry and make a note of your second choice here:

\n
    \n
  • Second power choice
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Wizard 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} -{"_id":"3647zjKSE9zFwOXc","name":"Dragon Wings","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. 

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

","chat":"","unidentified":""},"source":"PHB pg. 103","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Draconic Bloodline 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]} +{"_id":"31bKbWe9ZGVLEns6","name":"Signature Powers (Second Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 20th level, you gain mastery over two powerful powers and can cast them with little effort. Choose two 3rd-level wizard powers in your powerbook as your signature powers. You always have these powers prepared, they don't count against the number of powers you have prepared, and you can cast each of them once at 3rd level without expending a power slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either power at a higher level, you must expend a power slot as normal.

If you wish, manually edit this entry and make a note of your second choice here:

\n
    \n
  • Second power choice
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Wizard 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} +{"_id":"3647zjKSE9zFwOXc","name":"Dragon Wings","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

","chat":"","unidentified":""},"source":"PHB pg. 103","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Draconic Bloodline 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]} {"_id":"3CaP1vFHVR8LgHjx","name":"Foe Slayer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod",""]],"versatile":"","value":""},"formula":"@mod","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/arrow_03.jpg","effects":[]} -{"_id":"3FB25qKxmkmxcxuC","name":"Land's Stride (Circle of the Land)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. 

\n

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the @Compendium[sw5e.powers.gMrWeG8fMDPRFiVe]{Entangle} power.

","chat":"","unidentified":""},"source":"PHB pg. 69","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Circle of the Land 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[]} +{"_id":"3FB25qKxmkmxcxuC","name":"Land's Stride (Circle of the Land)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the @Compendium[sw5e.powers.gMrWeG8fMDPRFiVe]{Entangle} power.

","chat":"","unidentified":""},"source":"PHB pg. 69","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Circle of the Land 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[]} {"_id":"3Nc6u9pyStByuJsm","name":"Fighting Style: Great Weapon Fighting","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 84","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Paladin 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_16.jpg","effects":[]} -{"_id":"3VDZGs5Ug3hIE322","name":"Font of Inspiration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning when you reach 5th level, you regain all of your expended uses of @Compendium[sw5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton} when you finish a short or long rest.

\n

Please note, the Foundry default for Bardic Inspiration is set to long rest recovery by default. Please edit to short rest upon reaching this level.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Bard 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_22.jpg","effects":[]} -{"_id":"3jwFt3hSqDswBlOH","name":"Ki: Empty Body","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Additionally, you can spend 8 ki points to cast the @Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection} power, without needing material components. When you do so, you can’t take any other creatures with you.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"action","cost":1,"condition":"Also requires 4 ki points (or 8 for Astral Projection)."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]} +{"_id":"3VDZGs5Ug3hIE322","name":"Font of Inspiration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning when you reach 5th level, you regain all of your expended uses of @Compendium[sw5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton} when you finish a short or long rest.

Please note, the Foundry default for Bardic Inspiration is set to long rest recovery by default. Please edit to short rest upon reaching this level.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Bard 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_22.jpg","effects":[]} +{"_id":"3jwFt3hSqDswBlOH","name":"Ki: Empty Body","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Additionally, you can spend 8 ki points to cast the @Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection} power, without needing material components. When you do so, you can’t take any other creatures with you.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"action","cost":1,"condition":"Also requires 4 ki points (or 8 for Astral Projection)."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 18","recharge":{"value":null,"charged":false},"consume":{"type":"","target":"","amount":null},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false}},"flags":{"core":{"sourceId":"Item.C2lYHOGH2UpEifk7"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[{"_id":"4dvYtqvbQGDsVi51","flags":{},"changes":[{"key":"data.traits.dr.value","value":"fire","mode":2},{"key":"data.traits.dr.value","value":"cold","mode":2},{"key":"data.traits.dr.value","value":"acid","mode":2},{"key":"data.traits.dr.value","value":"bludgeoning","mode":2},{"key":"data.traits.dr.value","value":"lightning","mode":2},{"key":"data.traits.dr.value","value":"necrotic","mode":2},{"key":"data.traits.dr.value","value":"piercing","mode":2},{"key":"data.traits.dr.value","value":"psychic","mode":2},{"key":"data.traits.dr.value","value":"radiant","mode":2},{"key":"data.traits.dr.value","value":"slashing","mode":2},{"key":"data.traits.dr.value","value":"thunder","mode":2},{"key":"data.traits.dr.value","value":"poison","mode":2}],"disabled":true,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/skills/shadow_17.jpg","label":"Ki: Empty Body","origin":"Item.xqRleciuHDZlYCl6","tint":"","transfer":true}]} {"_id":"3sN91lT1R3oxcDKd","name":"Invocation: Devil's Sight","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]} {"_id":"3sYPftQKnbbVnHrh","name":"Expertise (Rogue)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_35.jpg","effects":[]} {"_id":"4IHsIcBhAVDt8QjY","name":"Expanded Power List","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The Fiend lets you choose from an expanded list of powers when you learn a warlock power. The following powers are added to the warlock power list for you.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Fiend Expanded Powers
Power LevelPowers
1st@Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands}, @Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command}
2nd@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}, @Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray}
3rd@Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}, @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}
4th@Compendium[sw5e.powers.avD5XUtkBPQQR97c]{Fire Shield}, @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}
5th@Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}, @Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow}
","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_40.jpg","effects":[]} {"_id":"4UOgxzr83vFuUash","name":"Supreme Healing","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 17","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_19.jpg","effects":[]} -{"_id":"4Vpj9vCOB37GtXk6","name":"Favored Enemy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. 

\n

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. 

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. 

\n

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. 

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n

If you wish, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level
  • \n
  • 6th level
  • \n
  • 14th level
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_22.jpg","effects":[]} +{"_id":"4Vpj9vCOB37GtXk6","name":"Favored Enemy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

If you wish, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level
  • \n
  • 6th level
  • \n
  • 14th level
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_22.jpg","effects":[]} {"_id":"5MwNlVZK7m6VolOH","name":"Ki: Flurry of Blows","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"bonus","cost":1,"condition":"Comes immediately after taking the Attack action."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]} {"_id":"5gx1O0sxK08awEO9","name":"Hunter's Prey: Colossus Slayer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_14.jpg","effects":[]} -{"_id":"5zPmHPQUne7RDfaU","name":"Cutting Words","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others.

\n

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of @Compendium[sw5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton}, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll.

\n

You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"reaction","cost":1,"condition":"Target must be able to hear you and not be immune to being Charmed."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"College of Lore 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_17.jpg","effects":[]} +{"_id":"5zPmHPQUne7RDfaU","name":"Cutting Words","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others.

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of @Compendium[sw5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton}, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll.

You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"reaction","cost":1,"condition":"Target must be able to hear you and not be immune to being Charmed."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"College of Lore 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_17.jpg","effects":[]} {"_id":"61kXR1sniXHjvN17","name":"Invocation: Beast Speech","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals} at will, without expending a power slot.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} -{"_id":"653ZHbNcmm7ZGXbw","name":"Indomitable","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

**Foundry note: Note the limited uses is set to the base default of 1 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 9","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_07.jpg","effects":[]} +{"_id":"653ZHbNcmm7ZGXbw","name":"Indomitable","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

**Foundry note: Note the limited uses is set to the base default of 1 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 9","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_07.jpg","effects":[]} {"_id":"65ReXU4ZWqcSs3Cm","name":"Invocation: Gaze of Two Minds","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":"Target must be a willing humanoid."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_01.jpg","effects":[]} {"_id":"68bYIOvx6rIqnlOW","name":"Bonus Proficiency (Life Domain)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you choose this domain at 1st level, you gain proficiency with heavy armor.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Life Domain 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} {"_id":"6VBXkjjBgjSpNElh","name":"Sculpt Powers","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation powers. When you cast an evocation power that affects other creatures that you can see, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

","chat":"","unidentified":""},"source":"PHB pg. 117","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"School of Evocation 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_08.jpg","effects":[]} @@ -31,43 +31,43 @@ {"_id":"7flZKruSSu6dHg6D","name":"Ki-Empowered Strikes","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_07.jpg","effects":[]} {"_id":"7pyZjz5vlUWV01qQ","name":"Superior Hunter's Defense: Uncanny Dodge","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"reaction","cost":1,"condition":"Attacker must be visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]} {"_id":"7uzJ2JkmsdRGLra3","name":"Evocation Savant","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation power into your powerbook is halved.

","chat":"","unidentified":""},"source":"PHB pg. 117","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"School of Evocation 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_15.jpg","effects":[]} -{"_id":"7vSrGc0MP5Vzm9Ac","name":"Unarmored Movement","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the table below. 

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Monk LevelUnarmored Movement
2nd+10 ft.
3rd+10 ft.
4th+10 ft.
5th+10 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+15 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+20 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+25 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
\n

 

","chat":"","unidentified":""},"source":"PHB pg. 77-78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 2 ","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[]} -{"_id":"7zlTRRXT1vWSBGjX","name":"Multiattack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 11th level, you gain one of the following features of your choice.

\n

Volley

\n

Whirlwind Attack

\n

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_03.jpg","effects":[]} +{"_id":"7vSrGc0MP5Vzm9Ac","name":"Unarmored Movement","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the table below.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Monk LevelUnarmored Movement
2nd+10 ft.
3rd+10 ft.
4th+10 ft.
5th+10 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+15 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+20 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+25 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
\n

","chat":"","unidentified":""},"source":"PHB pg. 77-78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 2 ","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[]} +{"_id":"7zlTRRXT1vWSBGjX","name":"Multiattack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 11th level, you gain one of the following features of your choice.

\n

Volley

\n

Whirlwind Attack

\n

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_03.jpg","effects":[]} {"_id":"80USV8ZFPIahpLd0","name":"Roguish Archetype","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rogue 3","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_07.jpg","effects":[]} -{"_id":"8M7uOPhbTxoxxJSo","name":"Channel Divinity (Paladin)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

\n

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin power save DC.

\n

**Foundry note: Use this to track all the various uses of Channel Divinity for the paladin.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Paladin 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} -{"_id":"8MlxM2nEfE3Q0EVk","name":"Eldritch Invocations","permission":{"default":0},"type":"feat","data":{"description":{"value":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column in the class table.

\n

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

\n

Eldritch Invocations

\n

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
PrerequisitesInvocation
Class LevelOther
2nd@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}@Compendium[sw5e.classfeatures.2fyuw7MiCnocDeAU]{Agonizing Blast}
 @Compendium[sw5e.classfeatures.alUqO6c6OEKFQJdb]{Armor of Shadows}
 @Compendium[sw5e.classfeatures.61kXR1sniXHjvN17]{Beast Speech}
 @Compendium[sw5e.classfeatures.eNvpIaSnJUdF8fHl]{Beguiling Influence}
@Compendium[sw5e.classfeatures.MYM908WLZ1lVvA1u]{Pact of the Tome}@Compendium[sw5e.classfeatures.CFIYXDmbmSP8BXjN]{Book of Ancient Secrets}
 @Compendium[sw5e.classfeatures.3sN91lT1R3oxcDKd]{Devil's Sight}
 @Compendium[sw5e.classfeatures.bbUEsCPTLzbbwK6o]{Eldritch Sight}
@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}@Compendium[sw5e.classfeatures.r01WtcxTg4yTHm9m]{Eldritch Spear}
 @Compendium[sw5e.classfeatures.lEZKbWaVrSljRa9n]{Eyes of the Rune Keeper}
 @Compendium[sw5e.classfeatures.id0gmGvzNZBEdzbx]{Fiendish Vigor}
 @Compendium[sw5e.classfeatures.65ReXU4ZWqcSs3Cm]{Gaze of Two Minds}
 @Compendium[sw5e.classfeatures.MhJfdBl1B7PdU4oZ]{Mask of Many Faces}
 @Compendium[sw5e.classfeatures.k5DU0mMuYVHejiqz]{Misty Visions}
@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}@Compendium[sw5e.classfeatures.rdBPd6CwqXT64iJM]{Repelling Blast}
 @Compendium[sw5e.classfeatures.rhbwDZ9XNTmdkX2u]{Thief of Five Fates}
@Compendium[sw5e.classfeatures.Ic1CSjvbWKudVUv9]{Pact of the Chain}@Compendium[sw5e.classfeatures.k5M8gsl7MMcdjOjs]{Voice of the Chain Master}
5th @Compendium[sw5e.classfeatures.DjXi0IkCTbJx1gsp]{Mire the Mind}
 @Compendium[sw5e.classfeatures.KfnUyjUWAk0bAAus]{One With Shadows}
 @Compendium[sw5e.classfeatures.dTSV0xZMpY5CxkRk]{Sign of Ill Omen}
@Compendium[sw5e.classfeatures.9dSSa68mIPoX2ezA]{Pact of the Blade}@Compendium[sw5e.classfeatures.pJADgAxxefgcATWr]{Thirsting Blade}
7th @Compendium[sw5e.classfeatures.KygHql3cTj4IRrvZ]{Bewitching Whispers}
 @Compendium[sw5e.classfeatures.QBk1RsuTIEF4GEBC]{Dreadful Word}
 @Compendium[sw5e.classfeatures.Xa2MLUJGCReJ28B7]{Sculptor of Flesh}
9th @Compendium[sw5e.classfeatures.QEuH5TeBN4PPYT2g]{Ascendant Step}
 @Compendium[sw5e.classfeatures.QnRKYXb2bXpnNd2k]{Minions of Chaos}
 @Compendium[sw5e.classfeatures.8zciiglzEOZo7DDN]{Otherwordly Leap}
 @Compendium[sw5e.classfeatures.gFjxo01hAN4c9hDG]{Whispers of the Grave}
12th@Compendium[sw5e.classfeatures.9dSSa68mIPoX2ezA]{Pact of the Blade}@Compendium[sw5e.classfeatures.zUIAzBnyt0NDvVXb]{Life Drinker}
15th@Compendium[sw5e.classfeatures.Ic1CSjvbWKudVUv9]{Pact of the Chain}@Compendium[sw5e.classfeatures.Phy02H5x0TKHd7T3]{Chains of Carceri}
 @Compendium[sw5e.classfeatures.lxfdjLer3uKjyZqU]{Master of Myriad Forms}
 @Compendium[sw5e.classfeatures.zYIdNAjqRyhS6qWs]{Visions of Distant Realms}
 @Compendium[sw5e.classfeatures.snsjxGfmzWfZR5Nh]{Witch Sight}
\n

You can drag your choices onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 107; 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"folder":"tFOfAj4cr2LN77j7","sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]} -{"_id":"8YwPFv3UAPjWVDNf","name":"Fighting Style: Archery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You gain a +2 bonus to attack rolls you make with ranged weapons

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Ranger 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_01.jpg","effects":[]} -{"_id":"8fbZt2Qh7ZttwIan","name":"Natural Explorer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. 

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • Your group can't become lost except by magical means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • \n
\n

You choose additional favored terrain types at 6th and 10th level.

\n

If it would be helpful, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level
  • \n
  • 6th level
  • \n
  • 10th level
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_01.jpg","effects":[]} +{"_id":"8M7uOPhbTxoxxJSo","name":"Channel Divinity (Paladin)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin power save DC.

**Foundry note: Use this to track all the various uses of Channel Divinity for the paladin.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Paladin 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} +{"_id":"8MlxM2nEfE3Q0EVk","name":"Eldritch Invocations","permission":{"default":0},"type":"feat","data":{"description":{"value":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column in the class table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

\n

Eldritch Invocations

\n

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
PrerequisitesInvocation
Class LevelOther
2nd@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}@Compendium[sw5e.classfeatures.2fyuw7MiCnocDeAU]{Agonizing Blast}
@Compendium[sw5e.classfeatures.alUqO6c6OEKFQJdb]{Armor of Shadows}
@Compendium[sw5e.classfeatures.61kXR1sniXHjvN17]{Beast Speech}
@Compendium[sw5e.classfeatures.eNvpIaSnJUdF8fHl]{Beguiling Influence}
@Compendium[sw5e.classfeatures.MYM908WLZ1lVvA1u]{Pact of the Tome}@Compendium[sw5e.classfeatures.CFIYXDmbmSP8BXjN]{Book of Ancient Secrets}
@Compendium[sw5e.classfeatures.3sN91lT1R3oxcDKd]{Devil's Sight}
@Compendium[sw5e.classfeatures.bbUEsCPTLzbbwK6o]{Eldritch Sight}
@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}@Compendium[sw5e.classfeatures.r01WtcxTg4yTHm9m]{Eldritch Spear}
@Compendium[sw5e.classfeatures.lEZKbWaVrSljRa9n]{Eyes of the Rune Keeper}
@Compendium[sw5e.classfeatures.id0gmGvzNZBEdzbx]{Fiendish Vigor}
@Compendium[sw5e.classfeatures.65ReXU4ZWqcSs3Cm]{Gaze of Two Minds}
@Compendium[sw5e.classfeatures.MhJfdBl1B7PdU4oZ]{Mask of Many Faces}
@Compendium[sw5e.classfeatures.k5DU0mMuYVHejiqz]{Misty Visions}
@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}@Compendium[sw5e.classfeatures.rdBPd6CwqXT64iJM]{Repelling Blast}
@Compendium[sw5e.classfeatures.rhbwDZ9XNTmdkX2u]{Thief of Five Fates}
@Compendium[sw5e.classfeatures.Ic1CSjvbWKudVUv9]{Pact of the Chain}@Compendium[sw5e.classfeatures.k5M8gsl7MMcdjOjs]{Voice of the Chain Master}
5th@Compendium[sw5e.classfeatures.DjXi0IkCTbJx1gsp]{Mire the Mind}
@Compendium[sw5e.classfeatures.KfnUyjUWAk0bAAus]{One With Shadows}
@Compendium[sw5e.classfeatures.dTSV0xZMpY5CxkRk]{Sign of Ill Omen}
@Compendium[sw5e.classfeatures.9dSSa68mIPoX2ezA]{Pact of the Blade}@Compendium[sw5e.classfeatures.pJADgAxxefgcATWr]{Thirsting Blade}
7th@Compendium[sw5e.classfeatures.KygHql3cTj4IRrvZ]{Bewitching Whispers}
@Compendium[sw5e.classfeatures.QBk1RsuTIEF4GEBC]{Dreadful Word}
@Compendium[sw5e.classfeatures.Xa2MLUJGCReJ28B7]{Sculptor of Flesh}
9th@Compendium[sw5e.classfeatures.QEuH5TeBN4PPYT2g]{Ascendant Step}
@Compendium[sw5e.classfeatures.QnRKYXb2bXpnNd2k]{Minions of Chaos}
@Compendium[sw5e.classfeatures.8zciiglzEOZo7DDN]{Otherwordly Leap}
@Compendium[sw5e.classfeatures.gFjxo01hAN4c9hDG]{Whispers of the Grave}
12th@Compendium[sw5e.classfeatures.9dSSa68mIPoX2ezA]{Pact of the Blade}@Compendium[sw5e.classfeatures.zUIAzBnyt0NDvVXb]{Life Drinker}
15th@Compendium[sw5e.classfeatures.Ic1CSjvbWKudVUv9]{Pact of the Chain}@Compendium[sw5e.classfeatures.Phy02H5x0TKHd7T3]{Chains of Carceri}
@Compendium[sw5e.classfeatures.lxfdjLer3uKjyZqU]{Master of Myriad Forms}
@Compendium[sw5e.classfeatures.zYIdNAjqRyhS6qWs]{Visions of Distant Realms}
@Compendium[sw5e.classfeatures.snsjxGfmzWfZR5Nh]{Witch Sight}
\n

You can drag your choices onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 107; 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"folder":"tFOfAj4cr2LN77j7","sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]} +{"_id":"8YwPFv3UAPjWVDNf","name":"Fighting Style: Archery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You gain a +2 bonus to attack rolls you make with ranged weapons

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":"","width":null},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Ranger 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false}},"flags":{"core":{"sourceId":"Item.C2lYHOGH2UpEifk7"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/skills/green_01.jpg","effects":[{"_id":"F0Bh4n8Tu1ZZnwSr","flags":{},"changes":[{"key":"data.bonuses.rwak.attack","value":2,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/skills/green_01.jpg","label":"Fighting Style: Archery","origin":"Item.SDsWYh0xtS6nWuH8","tint":"","transfer":true}]} +{"_id":"8fbZt2Qh7ZttwIan","name":"Natural Explorer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • Your group can't become lost except by magical means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • \n
\n

You choose additional favored terrain types at 6th and 10th level.

If it would be helpful, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level
  • \n
  • 6th level
  • \n
  • 10th level
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_01.jpg","effects":[]} {"_id":"8zciiglzEOZo7DDN","name":"Invocation: Otherwordly Leap","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump} on yourself at will, without expending a power slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 9","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_11.jpg","effects":[]} -{"_id":"9UZ2WjUF2k58CQug","name":"Fiendish Resilience","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"The Fiend 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_34.jpg","effects":[]} -{"_id":"9Uh7uTDNZ04oTJsL","name":"Metamagic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, you gain the ability to twist your powers to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

Distant Power

\n

Empowered Power

\n

Extended Power

\n

Heightened Power

\n

Quickened Power

\n

Subtle Power

\n

Twinned Power

\n

You can drag your choices from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"folder":"tFOfAj4cr2LN77j7","sort":700001,"flags":{},"img":"systems/sw5e/icons/skills/nature_07.jpg","effects":[]} -{"_id":"9dSSa68mIPoX2ezA","name":"Pact of the Blade","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. 

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

","chat":"","unidentified":""},"source":"PHB pg. 107","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_06.jpg","effects":[]} -{"_id":"AEWr9EMxy5gj4ZFT","name":"Arcane Tradition","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation. 

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Wizard 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_08.jpg","effects":[]} -{"_id":"ANE5gjojvhNEagzz","name":"Holy Nimbus","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. 

In addition, for the duration, you have advantage on saving throws against powers cast by fiends or undead.

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

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Oath of Devotion 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} -{"_id":"C5fzaOBc6HxyOWRn","name":"Land's Stride (Ranger)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. 

\n

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the @Compendium[sw5e.powers.gMrWeG8fMDPRFiVe]{Entangle} power.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 8","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[]} +{"_id":"9UZ2WjUF2k58CQug","name":"Fiendish Resilience","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"The Fiend 10","recharge":{"value":null,"charged":false},"quantity":1,"weight":0,"price":0,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"consume":{"type":"","target":"","amount":null},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"flags":{"core":{"sourceId":"Item.C2lYHOGH2UpEifk7"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/skills/blue_34.jpg","effects":[{"_id":"reg3sjReHspgkd0I","flags":{},"changes":[{"key":"data.traits.dr.custom","value":"Fiendish Resilience","mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/skills/blue_34.jpg","label":"Fiendish Resilience","origin":"Item.C2lYHOGH2UpEifk7","tint":"","transfer":true}]} +{"_id":"9Uh7uTDNZ04oTJsL","name":"Metamagic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, you gain the ability to twist your powers to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

Distant Power

\n

Empowered Power

\n

Extended Power

\n

Heightened Power

\n

Quickened Power

\n

Subtle Power

\n

Twinned Power

\n

You can drag your choices from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"folder":"tFOfAj4cr2LN77j7","sort":700001,"flags":{},"img":"systems/sw5e/icons/skills/nature_07.jpg","effects":[]} +{"_id":"9dSSa68mIPoX2ezA","name":"Pact of the Blade","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

","chat":"","unidentified":""},"source":"PHB pg. 107","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_06.jpg","effects":[]} +{"_id":"AEWr9EMxy5gj4ZFT","name":"Arcane Tradition","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Wizard 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_08.jpg","effects":[]} +{"_id":"ANE5gjojvhNEagzz","name":"Holy Nimbus","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against powers cast by fiends or undead.

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

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Oath of Devotion 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} +{"_id":"C5fzaOBc6HxyOWRn","name":"Land's Stride (Ranger)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the @Compendium[sw5e.powers.gMrWeG8fMDPRFiVe]{Entangle} power.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 8","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[]} {"_id":"C6sHdDGmCMo0cYHd","name":"Hunter's Prey: Horde Breaker","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_18.jpg","effects":[]} {"_id":"CFIYXDmbmSP8BXjN","name":"Invocation: Book of Ancient Secrets","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level powers that have the ritual tag from any class's power list (the two needn't be from the same list). The powers appear in the book and don't count against the number of powers you know. With your Book of Shadows in hand, you can cast the chosen powers as rituals. You can't cast the powers except as rituals, unless you've learned them by some other means. You can also cast a warlock power you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual powers to your Book of Shadows. When you find such a power, you can add it to the book if the power's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the power. For each level of the power, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 3, Pact of the Tome","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-folder.jpg","effects":[]} {"_id":"CkbbAckeCtyHXEnL","name":"Frenzy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting when you choose this path at 3rd level, you can go into a frenzy when you @Compendium[sw5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Path of the Berserker 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]} -{"_id":"DPN2Gfk8yi1Z5wp7","name":"Sneak Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(@classes.rogue.levels /2))d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_27.jpg","effects":[]} -{"_id":"DZpAa3LzMNBexbmX","name":"Metamagic: Distant Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_03.jpg","effects":[]} +{"_id":"DPN2Gfk8yi1Z5wp7","name":"Sneak Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(@classes.rogue.levels /2))d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_27.jpg","effects":[]} +{"_id":"DZpAa3LzMNBexbmX","name":"Metamagic: Distant Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_03.jpg","effects":[]} {"_id":"DhU2dWCNnX78TstR","name":"Vanish","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]} {"_id":"DjXi0IkCTbJx1gsp","name":"Invocation: Mire the Mind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.yqUDoxk4x0NWG5Bz]{Slow} once using a warlock power slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Warlock 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/mech_12.jpg","effects":[]} -{"_id":"Dop1RcU5UdhSVLYS","name":"Grappler","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Prerequisite: Strength 13 or higher

\n

You've developed the skills necessary to hold your own in close-quarters grappling.

\n

You gain the following benefits:

\n
    \n
  • You have advantage on attack rolls against a creature you are grappling.
  • \n
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 167","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"STR 13 or higher","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} -{"_id":"E8ozg8avUVOX9N7u","name":"Divine Sense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the @Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow} power. 

\n

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

\n

**Foundry note: Note the limited uses is set to the base default of 1 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_02.jpg","effects":[]} -{"_id":"EZsonMThTNLZq35j","name":"Dragon Ancestor","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
\n

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]} +{"_id":"Dop1RcU5UdhSVLYS","name":"Grappler","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling.

You gain the following benefits:

\n
    \n
  • You have advantage on attack rolls against a creature you are grappling.
  • \n
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 167","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"STR 13 or higher","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} +{"_id":"E8ozg8avUVOX9N7u","name":"Divine Sense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the @Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow} power.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

**Foundry note: Note the limited uses is set to the base default of 1 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_02.jpg","effects":[]} +{"_id":"EZsonMThTNLZq35j","name":"Dragon Ancestor","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
\n

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]} {"_id":"Ei1Oh4UAA2E30jcD","name":"Supreme Sneak","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Thief 9","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]} {"_id":"EuX1kJNIw1F68yus","name":"Nature's Sanctuary","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you.

When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid power save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

","chat":"","unidentified":""},"source":"PHB pg. 69","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"wis"},"requirements":"Circle of the Land 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_27.jpg","effects":[]} {"_id":"F2lEKSmOY0NUruzY","name":"Sorcerous Restoration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_24.jpg","effects":[]} -{"_id":"FAk41RPCTcvCk6KI","name":"Improved Divine Smite","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them.

\n

Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your @Compendium[sw5e.classfeatures.ySMPQ6zNSlvkrl2f]{Divine Smite} with an attack, you add this damage to the extra damage of your Divine Smite.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_06.jpg","effects":[]} +{"_id":"FAk41RPCTcvCk6KI","name":"Improved Divine Smite","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them.

Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your @Compendium[sw5e.classfeatures.ySMPQ6zNSlvkrl2f]{Divine Smite} with an attack, you add this damage to the extra damage of your Divine Smite.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_06.jpg","effects":[]} {"_id":"FGrbXs6Ku5qxFK5G","name":"Second-Story Work","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Thief 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_07.jpg","effects":[]} -{"_id":"FqfmbPgxiyrWzhYk","name":"Relentless Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 11th level, your rage can keep you fighting despite grievous wounds.

\n

If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. 

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":10,"value":"","scaling":"flat"},"requirements":"Barbarian 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} +{"_id":"FqfmbPgxiyrWzhYk","name":"Relentless Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 11th level, your rage can keep you fighting despite grievous wounds.

If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":10,"value":"","scaling":"flat"},"requirements":"Barbarian 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} {"_id":"GBYN5rH4nh1ocRlY","name":"Superior Inspiration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, when you roll initiative and have no uses of @Compendium[sw5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton} left, you regain one use.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Bard 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_11.jpg","effects":[]} {"_id":"Gsha4bl0apxqspFy","name":"Draconic Presence","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration power), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 103","activation":{"type":"action","cost":1,"condition":"Also requires 5 sorcery points."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Draconic Bloodline 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]} -{"_id":"HBn6FXLz7Eiudz0V","name":"Mystic Arcanum (7th-Level Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one 7th-level power from the warlock power list as an additional arcanum. 

\n

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again. 

\n

At higher levels, you gain more warlock powers of your choice that can be cast in this way: one 8th-level power at 15th level, and one 9th-level power at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n

If you wish, manually edit this entry and make a note of your choice here:

\n
    \n
  • 7th-level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Warlock 13","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} +{"_id":"HBn6FXLz7Eiudz0V","name":"Mystic Arcanum (7th-Level Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one 7th-level power from the warlock power list as an additional arcanum.

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock powers of your choice that can be cast in this way: one 8th-level power at 15th level, and one 9th-level power at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

If you wish, manually edit this entry and make a note of your choice here:

\n
    \n
  • 7th-level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Warlock 13","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} {"_id":"ILhzFHiRrqgQ9dFJ","name":"Bard College","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Bard 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]} -{"_id":"IWpe0Y9uAStHGiH1","name":"Metamagic: Empowered Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_13.jpg","effects":[]} -{"_id":"Ic1CSjvbWKudVUv9","name":"Pact of the Chain","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You learn the @Compendium[sw5e.powers.JGT5bNqu9REL7Fuz]{Find Familiar} power and can cast it as a ritual. The power doesn't count against your number of powers known. When you cast the power, you can choose one of the normal forms for your familiar or one of the following special forms: @Compendium[sw5e.monsters.dLQiESMsfsXijD5c]{Imp}, pseudodragon, @Compendium[sw5e.monsters.bwtkdzavdNHISgp4]{Quasit}, or @Compendium[sw5e.monsters.MUpBNDoJEr09bLaO]{Sprite}. 

\n

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

","chat":"","unidentified":""},"source":"PHB pg. 107","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_06.jpg","effects":[]} -{"_id":"JfFfHTeIszx1hNRx","name":"Power Mastery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 18th level, you have achieved such mastery over certain powers that you can cast them at will. Choose a 1st-level wizard power and a 2nd-level wizard power that are in your powerbook. You can cast those powers at their lowest level without expending a power slot when you have them prepared. If you want to cast either power at a higher level, you must expend a power slot as normal. 

\n

By spending 8 hours in study, you can exchange one or both of the powers you chose for different powers of the same levels.

\n

If you wish, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level power
  • \n
  • 2nd level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Wizard 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_06.jpg","effects":[]} +{"_id":"IWpe0Y9uAStHGiH1","name":"Metamagic: Empowered Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_13.jpg","effects":[]} +{"_id":"Ic1CSjvbWKudVUv9","name":"Pact of the Chain","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You learn the @Compendium[sw5e.powers.JGT5bNqu9REL7Fuz]{Find Familiar} power and can cast it as a ritual. The power doesn't count against your number of powers known. When you cast the power, you can choose one of the normal forms for your familiar or one of the following special forms: @Compendium[sw5e.monsters.dLQiESMsfsXijD5c]{Imp}, pseudodragon, @Compendium[sw5e.monsters.bwtkdzavdNHISgp4]{Quasit}, or @Compendium[sw5e.monsters.MUpBNDoJEr09bLaO]{Sprite}.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

","chat":"","unidentified":""},"source":"PHB pg. 107","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_06.jpg","effects":[]} +{"_id":"JfFfHTeIszx1hNRx","name":"Power Mastery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 18th level, you have achieved such mastery over certain powers that you can cast them at will. Choose a 1st-level wizard power and a 2nd-level wizard power that are in your powerbook. You can cast those powers at their lowest level without expending a power slot when you have them prepared. If you want to cast either power at a higher level, you must expend a power slot as normal.

By spending 8 hours in study, you can exchange one or both of the powers you chose for different powers of the same levels.

If you wish, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level power
  • \n
  • 2nd level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Wizard 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_06.jpg","effects":[]} {"_id":"Jv0zu4BtUi8bFCqJ","name":"Dark One's Blessing","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod + @classes.warlock.levels","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_10.jpg","effects":[]} {"_id":"KQz9bqxVkXjDl8gK","name":"Slow Fall","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"5* @classes.monk.levels","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_08.jpg","effects":[]} {"_id":"KfnUyjUWAk0bAAus","name":"Invocation: One With Shadows","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_07.jpg","effects":[]} @@ -75,57 +75,57 @@ {"_id":"KygHql3cTj4IRrvZ","name":"Invocation: Bewitching Whispers","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.P6f1PPKPd9BCb742]{Compulsion} once using a warlock power slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Warlock 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]} {"_id":"L7nJSRosos8sHJH9","name":"Elusive","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_20.jpg","effects":[]} {"_id":"L94gyvNpUhUe0rwh","name":"Brutal Critical","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 9","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_12.jpg","effects":[]} -{"_id":"LBKChJY5n02Afhnq","name":"Font of Magic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

\n

Sorcery Points

\n

You have 2 sorcery points, and you gain more as you reach higher levels. Your sorcerer level equals the number of sorcery points you have, so a 4th level sorcerer has 4 sorcery points, a 16th level sorcerer has 16. You can never have more sorcery points than your level dictates.  You regain all spent sorcery points when you finish a long rest.

\n

Flexible Casting

\n

You can use your sorcery points to gain additional power slots, or sacrifice power slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. 

\n

Creating Power SlotsYou can transform unexpended sorcery points into one power slot as a bonus action on your turn. The Creating Power Slots table shows the cost of creating a power slot of a given level. You can create power slots no higher in level than 5th.

\n

Any power slot you create with this feature vanishes when you finish a long rest.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Creating Power Slots
Power Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
\n

Converting a Power Slot to Sorcery PointsAs a bonus action on your turn, you can expend one power slot and gain a number of sorcery points equal to the slot's level.

\n

**Foundry note: Use this to track all the various uses of sorcery points for the sorcerer. Note the limited uses is set to the base default of 2 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":"","amount":null}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} +{"_id":"LBKChJY5n02Afhnq","name":"Font of Magic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

\n

Sorcery Points

\n

You have 2 sorcery points, and you gain more as you reach higher levels. Your sorcerer level equals the number of sorcery points you have, so a 4th level sorcerer has 4 sorcery points, a 16th level sorcerer has 16. You can never have more sorcery points than your level dictates.  You regain all spent sorcery points when you finish a long rest.

\n

Flexible Casting

\n

You can use your sorcery points to gain additional power slots, or sacrifice power slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Power Slots.You can transform unexpended sorcery points into one power slot as a bonus action on your turn. The Creating Power Slots table shows the cost of creating a power slot of a given level. You can create power slots no higher in level than 5th.

Any power slot you create with this feature vanishes when you finish a long rest.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Creating Power Slots
Power Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
\n

Converting a Power Slot to Sorcery Points.As a bonus action on your turn, you can expend one power slot and gain a number of sorcery points equal to the slot's level.

**Foundry note:Use this to track all the various uses of sorcery points for the sorcerer.Note the limited uses is set to the base default of 2 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":"","amount":null}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} {"_id":"LhRm1EeUMvp2EWhV","name":"Thief's Reflexes","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Thief 17","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_01.jpg","effects":[]} {"_id":"LzJ5ayHt0OlSVGxi","name":"Druidic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Druid 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]} {"_id":"M2DxVsgLeZgXOznT","name":"Aura of Devotion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Oath of Devotion 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_15.jpg","effects":[]} -{"_id":"M6VSMzVtKPhh8B0i","name":"Intimidating Presence","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 10th level, you can use your action to frighten someone with your menacing presence.

When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. 

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"cha"},"requirements":"Path of the Berserker 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_14.jpg","effects":[]} -{"_id":"MW1ExvBLm8Hg82aA","name":"Draconic Resilience","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. 

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_20.jpg","effects":[]} -{"_id":"MYM908WLZ1lVvA1u","name":"Pact of the Tome","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's power list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock power list, they are nonetheless warlock powers for you. 

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]} +{"_id":"M6VSMzVtKPhh8B0i","name":"Intimidating Presence","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 10th level, you can use your action to frighten someone with your menacing presence.

When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"cha"},"requirements":"Path of the Berserker 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_14.jpg","effects":[]} +{"_id":"MW1ExvBLm8Hg82aA","name":"Draconic Resilience","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_20.jpg","effects":[]} +{"_id":"MYM908WLZ1lVvA1u","name":"Pact of the Tome","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's power list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock power list, they are nonetheless warlock powers for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]} {"_id":"MhJfdBl1B7PdU4oZ","name":"Invocation: Mask of Many Faces","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.A3q2gTNqG6fvNGrv]{Disguise Self} at will, without expending a power slot.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_37.jpg","effects":[]} {"_id":"Mm64SKAHJWYecgXS","name":"Uncanny Dodge","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]} -{"_id":"NMy4piwXIpLjYbRE","name":"Destroy Undead","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 5th level, when an undead fails its saving throw against your @Compendium[sw5e.classfeatures.r91UIgwFdHwkXdia]{Turn Undead} feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelDestroys Undead of CR...
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower
","chat":"","unidentified":""},"source":"PHB pg. 59","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Cleric 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/ice_17.jpg","effects":[]} -{"_id":"NlXslw4yAqmKZWtN","name":"Feral Instinct","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]} +{"_id":"NMy4piwXIpLjYbRE","name":"Destroy Undead","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 5th level, when an undead fails its saving throw against your @Compendium[sw5e.classfeatures.r91UIgwFdHwkXdia]{Turn Undead} feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelDestroys Undead of CR...
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower
","chat":"","unidentified":""},"source":"PHB pg. 59","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Cleric 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/ice_17.jpg","effects":[]} +{"_id":"NlXslw4yAqmKZWtN","name":"Feral Instinct","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]} {"_id":"NqWyHE7Rpw9lyKWu","name":"Use Magic Device","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Thief 13","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/mech_5.jpg","effects":[]} -{"_id":"OQSb0bO1yDI4aiMx","name":"Dark One's Own Luck","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. 

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

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"The Fiend 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_20.jpg","effects":[]} +{"_id":"OQSb0bO1yDI4aiMx","name":"Dark One's Own Luck","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"The Fiend 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_20.jpg","effects":[]} {"_id":"OTvrJSJSUgAwXrWX","name":"Nature's Ward","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 69","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Circle of the Land 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_02.jpg","effects":[]} -{"_id":"OdrvL3afwLOPeuYZ","name":"Lay on Hands","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. 

\n

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

\n

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

\n

This feature has no effect on undead and constructs.

\n

**Foundry note: Note the limited uses is set to the base default of 5 points of healing power per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":"Target cannot be Undead or a Construct."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":5,"max":5,"per":"lr","type":"lr"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_10.jpg","effects":[]} +{"_id":"OdrvL3afwLOPeuYZ","name":"Lay on Hands","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

**Foundry note: Note the limited uses is set to the base default of 5 points of healing power per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":"Target cannot be Undead or a Construct."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":5,"max":5,"per":"lr","type":"lr"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_10.jpg","effects":[]} {"_id":"Phy02H5x0TKHd7T3","name":"Invocation: Chains of Carceri","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster} at will - targeting a celestial, fiend, or elemental - without expending a power slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Warlock 15, Pact of the Chain","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_32.jpg","effects":[]} {"_id":"Q1exex5ALteprrPo","name":"Indomitable Might","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]} {"_id":"Q7mOdk4b1lgjcptF","name":"Wholeness of Body","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3* @classes.monk.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Way of the Open Hand 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_04.jpg","effects":[]} -{"_id":"QBVmY56RMQuh6C8h","name":"Feral Senses","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_13.jpg","effects":[]} +{"_id":"QBVmY56RMQuh6C8h","name":"Feral Senses","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_13.jpg","effects":[]} {"_id":"QBk1RsuTIEF4GEBC","name":"Invocation: Dreadful Word","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.9hQXdMSmerkTsHDe]{Confusion} once using a warlock power slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Warlock 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_15.jpg","effects":[]} {"_id":"QEuH5TeBN4PPYT2g","name":"Invocation: Ascendant Step","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate} on yourself at will, without expending a power slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 9","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]} -{"_id":"Qb391hakCfmH4w8p","name":"Metamagic: Twinned Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

To be eligible, a power must be incapable of targeting more than one creature at the power's current level. For example, @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} and @Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray} aren't eligible, but @Compendium[sw5e.powers.ctW81uiX56xZR2c5]{Ray of Frost} is.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]} +{"_id":"Qb391hakCfmH4w8p","name":"Metamagic: Twinned Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

To be eligible, a power must be incapable of targeting more than one creature at the power's current level. For example, @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} and @Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray} aren't eligible, but @Compendium[sw5e.powers.ctW81uiX56xZR2c5]{Ray of Frost} is.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]} {"_id":"QnRKYXb2bXpnNd2k","name":"Invocation: Minions of Chaos","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} once using a warlock power slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 9","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_26.jpg","effects":[]} -{"_id":"QwgfIpCN8VWfoUtX","name":"Pact Boon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

\n

Pact of the Blade

\n

Pact of the Chain

\n

Pact of the Tome

\n

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 107","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_17.jpg","effects":[]} +{"_id":"QwgfIpCN8VWfoUtX","name":"Pact Boon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

\n

Pact of the Blade

\n

Pact of the Chain

\n

Pact of the Tome

\n

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 107","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_17.jpg","effects":[]} {"_id":"SCVjqRdlZ9cvHVSR","name":"Reckless Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation.

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_34.jpg","effects":[]} {"_id":"SEJmsjkEhdAZ90ki","name":"Countercharm","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"action","cost":1,"condition":"Creatures must be able to hear you to benefit."},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Bard 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]} {"_id":"SZbsNbaxFFGwBpNK","name":"Unarmored Defense (Barbarian)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} {"_id":"StfmqK1twVfukpa0","name":"Hunter's Prey: Giant Killer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"reaction","cost":1,"condition":"Creature must be Large or larger and visible."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} -{"_id":"T6u5z8ZTX6UftXqE","name":"Divine Strike","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 8th level, you gain the ability to infuse your weapon strikes with divine energy.

\n

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

\n

**Foundry note: Note the damage die is set to the base default of 1d8, Versatile 2d8.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":"2d8"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 8","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"T6u5z8ZTX6UftXqE","name":"Divine Strike","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 8th level, you gain the ability to infuse your weapon strikes with divine energy.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

**Foundry note: Note the damage die is set to the base default of 1d8, Versatile 2d8.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":"2d8"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 8","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} {"_id":"TDglPcxIVEzvVSgK","name":"Ki: Patient Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]} {"_id":"TH1QAf6YNGSeBVjT","name":"Primal Path","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, you choose a path that shapes the nature of your rage, such as the Path of the Berserker. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Barbarian 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} -{"_id":"U7BIPVPsptBmwsnV","name":"Cleansing Touch","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 14th level, you can use your action to end one power on yourself or on one willing creature that you touch. 

\n

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

\n

**Foundry note: Note the limited uses is set to the base default of 1 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"action","cost":1,"condition":"Target must be willing."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]} +{"_id":"U7BIPVPsptBmwsnV","name":"Cleansing Touch","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 14th level, you can use your action to end one power on yourself or on one willing creature that you touch.

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

**Foundry note: Note the limited uses is set to the base default of 1 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"action","cost":1,"condition":"Target must be willing."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]} {"_id":"UAvV7N7T4zJhxdfI","name":"Unarmored Defense (Monk)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} {"_id":"V4pwFxlwHtNeB4w9","name":"Slippery Mind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} -{"_id":"VUtSLeCzFubGXmGx","name":"Overchannel","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, you can increase the power of your simpler powers. When you cast a wizard power of 1st through 5th level that deals damage, you can deal maximum damage with that power.

\n

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage ignores resistance and immunity.

\n

**Foundry note: Note the limited use is to track the first, safe instance of Overchanneling. The damage formula is set to the base default of 2d12. The Versatile roll is set to 1d12 to add any additional damage.

","chat":"","unidentified":""},"source":"PHB pg. 118","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12","necrotic"]],"versatile":"1d12"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"School of Evocation 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_20.jpg","effects":[]} -{"_id":"VoR0SUrNX5EJVPIO","name":"Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

\n
    \n
  • \n

    You have advantage on Strength checks and Strength saving throws.

    \n
  • \n
  • \n

    When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

    \n
  • \n
  • \n

    You have resistance to bludgeoning, piercing, and slashing damage.

    \n
  • \n
\n

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

\n

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

\n

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

\n

**Foundry note: Note the limited uses is set to the base default of 2. Please manually adjust as required.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Barbarian LevelRagesRage Damage
1st2+2
2nd2+2
3rd3+2
4th3+2
5th3+2
6th4+2
7th4+2
8th4+2
9th4+3
10th4+3
11th4+3
12th5+3
13th5+3
14th5+3
15th5+3
16th5+4
17th6+4
18th6+4
19th6+4
20thUnlimited+4
\n

 

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":2,"max":2,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_10.jpg","effects":[]} -{"_id":"WgQrqjmeyMqDzVt3","name":"Defensive Tactics","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 7th level, you gain on of the following features of your choice.

\n

@Compendium[sw5e.classfeatures.pAQMJU5R9SGUmzHU]{Escape the Horde}

\n

@Compendium[sw5e.classfeatures.slelvrm83v9UAKZU]{Multiattack Defense}

\n

@Compendium[sw5e.classfeatures.zbHu0NvHuII8lR7W]{Steel Will}

\n

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_24.jpg","effects":[]} +{"_id":"VUtSLeCzFubGXmGx","name":"Overchannel","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, you can increase the power of your simpler powers. When you cast a wizard power of 1st through 5th level that deals damage, you can deal maximum damage with that power.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage ignores resistance and immunity.

**Foundry note: Note the limited use is to track the first, safe instance of Overchanneling. The damage formula is set to the base default of 2d12. The Versatile roll is set to 1d12 to add any additional damage.

","chat":"","unidentified":""},"source":"PHB pg. 118","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12","necrotic"]],"versatile":"1d12"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"School of Evocation 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_20.jpg","effects":[]} +{"_id":"VoR0SUrNX5EJVPIO","name":"Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

\n
    \n
  • \n

    You have advantage on Strength checks and Strength saving throws.

    \n
  • \n
  • \n

    When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

    \n
  • \n
  • \n

    You have resistance to bludgeoning, piercing, and slashing damage.

    \n
  • \n
\n

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

\n

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

\n

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

\n

**Foundry note: Note the limited uses is set to the base default of 2. Please manually adjust as required.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Barbarian LevelRagesRage Damage
1st2+2
2nd2+2
3rd3+2
4th3+2
5th3+2
6th4+2
7th4+2
8th4+2
9th4+3
10th4+3
11th4+3
12th5+3
13th5+3
14th5+3
15th5+3
16th5+4
17th6+4
18th6+4
19th6+4
20thUnlimited+4
\n

 

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":2,"max":"2","per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 1","recharge":{"value":null,"charged":false},"consume":{"type":"","target":"","amount":null},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false}},"flags":{"core":{"sourceId":"Item.C2lYHOGH2UpEifk7"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/skills/red_10.jpg","effects":[{"_id":"eWhL8hUr0c2ujDUm","flags":{},"changes":[{"key":"data.bonuses.mwak.damage","value":2,"mode":2},{"key":"data.traits.dr.value","value":"slashing","mode":2},{"key":"data.traits.dr.value","value":"piercing","mode":2},{"key":"data.traits.dr.value","value":"bludgeoning","mode":2}],"disabled":true,"duration":{"startTime":null,"seconds":null,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/skills/red_10.jpg","label":"Rage","origin":"Item.bdfYHJstcltQC7SZ","tint":"","transfer":true}]} +{"_id":"WgQrqjmeyMqDzVt3","name":"Defensive Tactics","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 7th level, you gain on of the following features of your choice.

@Compendium[sw5e.classfeatures.pAQMJU5R9SGUmzHU]{Escape the Horde}

@Compendium[sw5e.classfeatures.slelvrm83v9UAKZU]{Multiattack Defense}

@Compendium[sw5e.classfeatures.zbHu0NvHuII8lR7W]{Steel Will}

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_24.jpg","effects":[]} {"_id":"Xa2MLUJGCReJ28B7","name":"Invocation: Sculptor of Flesh","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph} once using a warlock power slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Warlock 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]} -{"_id":"Xf763cJoDHPPWSGG","name":"Superior Hunter's Defense: Stand Against the Tide","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. 

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_08.jpg","effects":[]} +{"_id":"Xf763cJoDHPPWSGG","name":"Superior Hunter's Defense: Stand Against the Tide","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_08.jpg","effects":[]} {"_id":"XjuGBeB8Y0C3A5D4","name":"Tongue of the Sun and Moon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 13","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_39.jpg","effects":[]} {"_id":"XogoBnFWmCAHXppo","name":"Extra Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB pg. 49; 79; 85; 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 5, Monk 5, Paladin 5, Ranger 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_08.jpg","effects":[]} {"_id":"YN9xm6MCvse4Y60u","name":"Reliable Talent","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_34.jpg","effects":[]} {"_id":"YgLQV1O849wE5TgM","name":"Improved Critical","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your weapon attacks score a critical hit on a roll of 19 or 20.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Champion 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_13.jpg","effects":[]} -{"_id":"YiK59gWSlcQ6Mbdz","name":"Circle Powers","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your mystical connection to the land infuses you with the ability to cast certain powers. At 3rd, 5th, 7th, and 9th level you gain access to circle powers connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, or swamp - and consult the associated list of powers.

\n

Once you gain access to a circle power, you always have it prepared, and it doesn't count against the number of powers you can prepare each day. If you gain access to a power that doesn’t appear on the druid power list, the power is nonetheless a druid power for you.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Arctic

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}, @Compendium[sw5e.powers.9gYGkrL6qFTsE6fw]{Spike Growth}
5th@Compendium[sw5e.powers.dhqBY4TvVjxVmOZd]{Sleet Storm}, @Compendium[sw5e.powers.yqUDoxk4x0NWG5Bz]{Slow}
7th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm}
9th@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}, @Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Coast

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.X4c8xCkmF8U9HUMz]{Mirror Image}, @Compendium[sw5e.powers.wqfAVANuQonNBgnL]{Misty Step}
5th@Compendium[sw5e.powers.13uVuBQP6VaiSPvC]{Water Breathing}, @Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}
7th@Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control Water}, @Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental}, @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Desert

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.UDUnlfPsOAbq2RSE]{Blur}, @Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}
5th@Compendium[sw5e.powers.BV0mpbHh29IbbIj5]{Create Food and Water}, @Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}
7th@Compendium[sw5e.powers.pybg5MNc3lkerH4Y]{Blight}, @Compendium[sw5e.powers.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}
9th@Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}, @Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Forest

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.JPwIEfgUPVebr5AH]{Barkskin}, @Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}
5th@Compendium[sw5e.powers.ehvmg9U9fcMEhE4z]{Call Lightning}, @Compendium[sw5e.powers.YWtwzp6ZnQJMEmVW]{Plant Growth}
7th@Compendium[sw5e.powers.XqzXSKNR75ZdYTA9]{Divination}, @Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[sw5e.powers.dp6xny4v8PDoIGjh]{Commune with Nature}, @Compendium[sw5e.powers.DUBgwHPakcLDkB6W]{Tree Stride}
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Grassland

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}, @Compendium[sw5e.powers.pRMvmknwLf2tdMTj]{Pass without Trace}
5th@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}, @Compendium[sw5e.powers.Szvk5FEVQW3uhJi5]{Haste}
7th@Compendium[sw5e.powers.XqzXSKNR75ZdYTA9]{Divination}, @Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[sw5e.powers.kSPRpeIx3w3nihrF]{Dream}, @Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Mountain

\n
Druid LevelCircle PowersMountain
3rd@Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}, @Compendium[sw5e.powers.9gYGkrL6qFTsE6fw]{Spike Growth}
5th@Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt}, @Compendium[sw5e.powers.64uo4fHriHLjRUrX]{Meld into Stone}
7th@Compendium[sw5e.powers.QvGcdRUSNRKEQJlK]{Stone Shape}, @Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin}
9th@Compendium[sw5e.powers.d9MwcXi7Il3HROXd]{Passwall}, @Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Swamp

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.4H6YgYdKgnX6ZQ8M]{Acid Arrow}, @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}
5th@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}, @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}
7th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}
9th@Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}, @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}
","chat":"","unidentified":""},"source":"PHB pg. 68","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Circle of the Land 3","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/water_09.jpg","effects":[]} -{"_id":"YpiLQEKGalROn7iJ","name":"Channel Divinity (Cleric)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

\n

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric power save DC.

\n

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

\n

**Foundry note: Use this to track all the various uses of Channel Divinity for the cleric. Note the limited uses is set to the base default of 1 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Cleric 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_07.jpg","effects":[]} +{"_id":"YiK59gWSlcQ6Mbdz","name":"Circle Powers","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your mystical connection to the land infuses you with the ability to cast certain powers. At 3rd, 5th, 7th, and 9th level you gain access to circle powers connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, or swamp - and consult the associated list of powers.

Once you gain access to a circle power, you always have it prepared, and it doesn't count against the number of powers you can prepare each day. If you gain access to a power that doesn’t appear on the druid power list, the power is nonetheless a druid power for you.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Arctic

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}, @Compendium[sw5e.powers.9gYGkrL6qFTsE6fw]{Spike Growth}
5th@Compendium[sw5e.powers.dhqBY4TvVjxVmOZd]{Sleet Storm}, @Compendium[sw5e.powers.yqUDoxk4x0NWG5Bz]{Slow}
7th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm}
9th@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}, @Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Coast

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.X4c8xCkmF8U9HUMz]{Mirror Image}, @Compendium[sw5e.powers.wqfAVANuQonNBgnL]{Misty Step}
5th@Compendium[sw5e.powers.13uVuBQP6VaiSPvC]{Water Breathing}, @Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}
7th@Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control Water}, @Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental}, @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Desert

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.UDUnlfPsOAbq2RSE]{Blur}, @Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}
5th@Compendium[sw5e.powers.BV0mpbHh29IbbIj5]{Create Food and Water}, @Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}
7th@Compendium[sw5e.powers.pybg5MNc3lkerH4Y]{Blight}, @Compendium[sw5e.powers.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}
9th@Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}, @Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Forest

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.JPwIEfgUPVebr5AH]{Barkskin}, @Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}
5th@Compendium[sw5e.powers.ehvmg9U9fcMEhE4z]{Call Lightning}, @Compendium[sw5e.powers.YWtwzp6ZnQJMEmVW]{Plant Growth}
7th@Compendium[sw5e.powers.XqzXSKNR75ZdYTA9]{Divination}, @Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[sw5e.powers.dp6xny4v8PDoIGjh]{Commune with Nature}, @Compendium[sw5e.powers.DUBgwHPakcLDkB6W]{Tree Stride}
\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Grassland

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}, @Compendium[sw5e.powers.pRMvmknwLf2tdMTj]{Pass without Trace}
5th@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}, @Compendium[sw5e.powers.Szvk5FEVQW3uhJi5]{Haste}
7th@Compendium[sw5e.powers.XqzXSKNR75ZdYTA9]{Divination}, @Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[sw5e.powers.kSPRpeIx3w3nihrF]{Dream}, @Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Mountain

\n
Druid LevelCircle PowersMountain
3rd@Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}, @Compendium[sw5e.powers.9gYGkrL6qFTsE6fw]{Spike Growth}
5th@Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt}, @Compendium[sw5e.powers.64uo4fHriHLjRUrX]{Meld into Stone}
7th@Compendium[sw5e.powers.QvGcdRUSNRKEQJlK]{Stone Shape}, @Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin}
9th@Compendium[sw5e.powers.d9MwcXi7Il3HROXd]{Passwall}, @Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone}
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Swamp

\n
Druid LevelCircle Powers
3rd@Compendium[sw5e.powers.4H6YgYdKgnX6ZQ8M]{Acid Arrow}, @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}
5th@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}, @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}
7th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}
9th@Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}, @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}
","chat":"","unidentified":""},"source":"PHB pg. 68","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Circle of the Land 3","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/water_09.jpg","effects":[]} +{"_id":"YpiLQEKGalROn7iJ","name":"Channel Divinity (Cleric)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric power save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

**Foundry note: Use this to track all the various uses of Channel Divinity for the cleric. Note the limited uses is set to the base default of 1 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Cleric 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_07.jpg","effects":[]} {"_id":"ZHJyYrqMYSLub4RY","name":"Purity of Spirit","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 15th level, you are always under the effects of a @Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good} power.

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Oath of Devotion 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_21.jpg","effects":[]} -{"_id":"ZdwGlsJNtc7pGFCd","name":"Channel Divinity: Turn the Unholy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. 

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Oath of Devotion 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_18.jpg","effects":[]} +{"_id":"ZdwGlsJNtc7pGFCd","name":"Channel Divinity: Turn the Unholy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Oath of Devotion 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_18.jpg","effects":[]} {"_id":"ZmC31XKS4YNENnoc","name":"Stillness of Mind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_02.jpg","effects":[]} -{"_id":"a0Sq88dgnREcIMfl","name":"Superior Hunter's Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 15th level, you gain one of the following features of your choice.

\n

@Compendium[sw5e.classfeatures.laVHAIOKIsUeezWd]{Evasion}

\n

@Compendium[sw5e.classfeatures.Xf763cJoDHPPWSGG]{Stand Against the Tide}

\n

@Compendium[sw5e.classfeatures.7pyZjz5vlUWV01qQ]{Uncanny Dodge}

\n

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_21.jpg","effects":[]} +{"_id":"a0Sq88dgnREcIMfl","name":"Superior Hunter's Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 15th level, you gain one of the following features of your choice.

@Compendium[sw5e.classfeatures.laVHAIOKIsUeezWd]{Evasion}

@Compendium[sw5e.classfeatures.Xf763cJoDHPPWSGG]{Stand Against the Tide}

@Compendium[sw5e.classfeatures.7pyZjz5vlUWV01qQ]{Uncanny Dodge}

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_21.jpg","effects":[]} {"_id":"a4P4DNMmH8CqSNkC","name":"Evasion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball power. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB pg. 79; 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 7, Rogue 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_03.jpg","effects":[]} -{"_id":"aCUmlnHlUPHS0rdu","name":"Hurl Through Hell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. 

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. 

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

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"The Fiend 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_07.jpg","effects":[]} +{"_id":"aCUmlnHlUPHS0rdu","name":"Hurl Through Hell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"The Fiend 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_07.jpg","effects":[]} {"_id":"aQLg7BWdRnm4Hr9S","name":"Expertise (Bard)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Bard 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/mech_7.jpg","effects":[]} {"_id":"aVKH6TLn1AG9hPSA","name":"Superior Critical","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your weapon attacks score a critical hit on a roll of 18–20.

","chat":"","unidentified":""},"source":"PHB pg. 73","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Champion 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_12.jpg","effects":[]} {"_id":"alUqO6c6OEKFQJdb","name":"Invocation: Armor of Shadows","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.CKZTpZlxj7hjjo2H]{Mage Armor} on yourself at will, without expending a power slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]} @@ -135,102 +135,103 @@ {"_id":"bqWA7t9pDELbNRkp","name":"Purity of Body","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_27.jpg","effects":[]} {"_id":"cVDEQo0ow1WJT7Wl","name":"Timeless Body (Druid)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Druid 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/mech_12.jpg","effects":[]} {"_id":"carGDhkIdoduTC0I","name":"Aura of Protection","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

 At 18th level, the range of this aura increases to 30 feet.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_13.jpg","effects":[]} -{"_id":"cmRCL9T9UgRYOj1c","name":"Sorcerous Origins","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_17.jpg","effects":[]} +{"_id":"cmRCL9T9UgRYOj1c","name":"Sorcerous Origins","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_17.jpg","effects":[]} {"_id":"dHu1yzIjD38BvGGd","name":"Remarkable Athlete","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Champion 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]} {"_id":"dTSV0xZMpY5CxkRk","name":"Invocation: Sign of Ill Omen","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.pO4zGe5LmFIYqJiL]{Bestow Curse} once using a warlock power slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"requirements":"Warlock 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_20.jpg","effects":[]} {"_id":"dY9yrqkyEDuF0CG2","name":"Divine Health","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_19.jpg","effects":[]} {"_id":"e0uTcFPpgxjIyUW9","name":"Arcane Recovery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have learned to regain some of your magical energy by studying your powerbook. Once per day when you finish a short rest, you can choose expended power slots to recover. The power slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of power slots. You can recover either a 2nd-level power slot or two 1st-level power slots.

","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"The wizard can recover this number worth of powers slots (of 5th-level or lower):","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"ceil(@classes.wizard.levels/2)","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Wizard 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_11.jpg","effects":[]} -{"_id":"e9ytGikyLFgwZ5wi","name":"Bonus Proficiencies (College of Lore)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"College of Lore 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_36.jpg","effects":[]} +{"_id":"e9ytGikyLFgwZ5wi","name":"Bonus Proficiencies (College of Lore)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"College of Lore 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_36.jpg","effects":[]} {"_id":"eNvpIaSnJUdF8fHl","name":"Invocation: Beguiling Influence","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You gain proficiency in the Deception and Persuasion skills.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]} -{"_id":"eVXqHn0ojWrEuYGU","name":"Divine Intervention","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. 

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric power or cleric domain power would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. 

At 20th level, your call for intervention succeeds automatically, no roll required.

","chat":"","unidentified":""},"source":"PHB pg. 59","activation":{"type":"action","cost":1,"condition":"Your need must be great..."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Cleric 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} +{"_id":"eVXqHn0ojWrEuYGU","name":"Divine Intervention","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric power or cleric domain power would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

","chat":"","unidentified":""},"source":"PHB pg. 59","activation":{"type":"action","cost":1,"condition":"Your need must be great..."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Cleric 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} {"_id":"evEWCpE5MYgr5RRW","name":"Potent Cantrip","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

","chat":"","unidentified":""},"source":"PHB pg. 117","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"School of Evocation 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_09.jpg","effects":[]} {"_id":"ezWijmCnlnQ9ZRX2","name":"Jack of All Trades","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Bard 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/mech_8.jpg","effects":[]} {"_id":"fXa0DMhoVLtbBu9l","name":"Metamagic: Subtle Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you cast a power, you can spend 1 sorcery point to cast it without any somatic or verbal components.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_20.jpg","effects":[]} -{"_id":"fbExzwNwEAl2kW9c","name":"Fighting Style","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the following options from the appropriate class list. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Fighter Options

\n

@Compendium[sw5e.classfeatures.8YwPFv3UAPjWVDNf]{Archery}

\n

@Compendium[sw5e.classfeatures.zSlV0O2rQMdoq6pB]{Defense}

\n

@Compendium[sw5e.classfeatures.hCop9uJrWhF1QPb4]{Dueling}

\n

@Compendium[sw5e.classfeatures.3Nc6u9pyStByuJsm]{Great Weapon Fighting}

\n

@Compendium[sw5e.classfeatures.06NVMYf58Z76O85O]{Protection}

\n

@Compendium[sw5e.classfeatures.mHcSjcHJ8oZu3hkb]{Two Weapon Fighting}

\n

Paladin Options

\n

@Compendium[sw5e.classfeatures.zSlV0O2rQMdoq6pB]{Defense}

\n

@Compendium[sw5e.classfeatures.hCop9uJrWhF1QPb4]{Dueling}

\n

@Compendium[sw5e.classfeatures.3Nc6u9pyStByuJsm]{Great Weapon Fighting}

\n

@Compendium[sw5e.classfeatures.06NVMYf58Z76O85O]{Protection}

\n

Ranger Options

\n

@Compendium[sw5e.classfeatures.8YwPFv3UAPjWVDNf]{Archery}

\n

@Compendium[sw5e.classfeatures.zSlV0O2rQMdoq6pB]{Defense}

\n

@Compendium[sw5e.classfeatures.hCop9uJrWhF1QPb4]{Dueling}

\n

@Compendium[sw5e.classfeatures.mHcSjcHJ8oZu3hkb]{Two Weapon Fighting}

","chat":"","unidentified":""},"source":"PHB pg. 72; 84; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Fighter 1, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false}},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_22.jpg","effects":[]} +{"_id":"fbExzwNwEAl2kW9c","name":"Fighting Style","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the following options from the appropriate class list. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Fighter Options

\n

@Compendium[sw5e.classfeatures.8YwPFv3UAPjWVDNf]{Archery}

@Compendium[sw5e.classfeatures.zSlV0O2rQMdoq6pB]{Defense}

@Compendium[sw5e.classfeatures.hCop9uJrWhF1QPb4]{Dueling}

@Compendium[sw5e.classfeatures.3Nc6u9pyStByuJsm]{Great Weapon Fighting}

@Compendium[sw5e.classfeatures.06NVMYf58Z76O85O]{Protection}

@Compendium[sw5e.classfeatures.mHcSjcHJ8oZu3hkb]{Two Weapon Fighting}

\n

Paladin Options

\n

@Compendium[sw5e.classfeatures.zSlV0O2rQMdoq6pB]{Defense}

@Compendium[sw5e.classfeatures.hCop9uJrWhF1QPb4]{Dueling}

@Compendium[sw5e.classfeatures.3Nc6u9pyStByuJsm]{Great Weapon Fighting}

@Compendium[sw5e.classfeatures.06NVMYf58Z76O85O]{Protection}

\n

Ranger Options

\n

@Compendium[sw5e.classfeatures.8YwPFv3UAPjWVDNf]{Archery}

@Compendium[sw5e.classfeatures.zSlV0O2rQMdoq6pB]{Defense}

@Compendium[sw5e.classfeatures.hCop9uJrWhF1QPb4]{Dueling}

@Compendium[sw5e.classfeatures.mHcSjcHJ8oZu3hkb]{Two Weapon Fighting}

","chat":"","unidentified":""},"source":"PHB pg. 72; 84; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Fighter 1, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false}},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_22.jpg","effects":[]} {"_id":"fjsBk7zxoAbLf8ZI","name":"Blindsense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} {"_id":"gDH8PMrKvLHaNmEI","name":"Timeless Body (Monk)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/mech_12.jpg","effects":[]} {"_id":"gFjxo01hAN4c9hDG","name":"Invocation: Whispers of the Grave","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.I2LUSF5ogc7Bj62e]{Speak with Dead} at will, without expending a power slot.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 9","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_08.jpg","effects":[]} {"_id":"ga3dt2zrCn2MHK8R","name":"Fast Hands","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 3rd level, you can use the bonus action granted by your @Compendium[sw5e.classfeatures.01pcLg6PRu5zGrsb]{Cunning Action} to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Thief 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/gray_05.jpg","effects":[]} -{"_id":"gbNo5eVPaqr8IVKL","name":"Powercasting (Wizard)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a student of arcane magic, you have a powerbook containing powers that show the first glimmerings of your true power.

\n

Cantrips

\n

At 1st level, you know three cantrips of your choice from the wizard power list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

\n

Powerbook

\n

At 1st level, you have a powerbook containing six 1stlevel wizard powers of your choice. Your powerbook is the repository of the wizard powers you know, except your cantrips, which are fixed in your mind.

\n

Preparing and Casting Powers

\n

The Wizard table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

You prepare the list of wizard powers that are available for you to cast. To do so, choose a number of wizard powers from your powerbook equal to your Intelligence modifier + your wizard level (minimum of one power). The powers must be of a level for which you have power slots.

\n

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level power slots. With an Intelligence of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination, chosen from your powerbook. If you prepare the 1st-level power magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

\n

You can change your list of prepared powers when you finish a long rest. Preparing a new list of wizard powers requires time spent studying your powerbook and memorizing the incantations and gestures you must make to cast the power: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211
\n

Powercasting Ability

\n

Intelligence is your powercasting ability for your wizard powers, since you learn your powers through dedicated study and memorization. You use your Intelligence whenever a power refers to your powercasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard power you cast and when making an attack roll with one.

\n

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

\n

Power attack modifier = your proficiency bonus + your Intelligence modifier

\n

Ritual Casting

\n

You can cast a wizard power as a ritual if that power has the ritual tag and you have the power in your powerbook. You don’t need to have the power prepared.

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your wizard powers.

\n

Learning Powers of 1st Level and Higher

\n

Each time you gain a wizard level, you can add two wizard powers of your choice to your powerbook for free. Each of these powers must be of a level for which you have power slots, as shown on the Wizard table. On your adventures, you might find other powers that you can add to your powerbook (see the “Your Powerbook” sidebar).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Wizard 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_06.jpg","effects":[]} +{"_id":"gbNo5eVPaqr8IVKL","name":"Powercasting (Wizard)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a student of arcane magic, you have a powerbook containing powers that show the first glimmerings of your true power.

\n

Cantrips

\n

At 1st level, you know three cantrips of your choice from the wizard power list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

\n

Powerbook

\n

At 1st level, you have a powerbook containing six 1stlevel wizard powers of your choice. Your powerbook is the repository of the wizard powers you know, except your cantrips, which are fixed in your mind.

\n

Preparing and Casting Powers

\n

The Wizard table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

You prepare the list of wizard powers that are available for you to cast. To do so, choose a number of wizard powers from your powerbook equal to your Intelligence modifier + your wizard level (minimum of one power). The powers must be of a level for which you have power slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level power slots. With an Intelligence of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination, chosen from your powerbook. If you prepare the 1st-level power magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

You can change your list of prepared powers when you finish a long rest. Preparing a new list of wizard powers requires time spent studying your powerbook and memorizing the incantations and gestures you must make to cast the power: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211
\n

Powercasting Ability

\n

Intelligence is your powercasting ability for your wizard powers, since you learn your powers through dedicated study and memorization. You use your Intelligence whenever a power refers to your powercasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard power you cast and when making an attack roll with one.

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

Power attack modifier = your proficiency bonus + your Intelligence modifier

\n

Ritual Casting

\n

You can cast a wizard power as a ritual if that power has the ritual tag and you have the power in your powerbook. You don’t need to have the power prepared.

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your wizard powers.

\n

Learning Powers of 1st Level and Higher

\n

Each time you gain a wizard level, you can add two wizard powers of your choice to your powerbook for free. Each of these powers must be of a level for which you have power slots, as shown on the Wizard table. On your adventures, you might find other powers that you can add to your powerbook (see the “Your Powerbook” sidebar).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Wizard 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_06.jpg","effects":[]} {"_id":"h1gM8SH3BNRtFevE","name":"Ki: Quivering Palm","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

","chat":"","unidentified":""},"source":"PHB pg. 80","activation":{"type":"action","cost":1,"condition":"Only ending the vibrations harmfully requires an action."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"value":"con","scaling":"wis"},"requirements":"Way of the Open Hand 17","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_20.jpg","effects":[]} -{"_id":"hCop9uJrWhF1QPb4","name":"Fighting Style: Dueling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 84; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_01.jpg","effects":[]} -{"_id":"hEymt45rICi4f9eL","name":"Channel Divinity: Preserve Life","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. 

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level.

Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"action","cost":1,"condition":"The target cannot be Undead or a Construct"},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5* @classes.cleric.levels","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} -{"_id":"he8RpPXwSl2lVSIk","name":"Song of Rest","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest.

\n

If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. 

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n

**Foundry note: Note the healing roll is set to the base default of 1d6. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Bard 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_19.jpg","effects":[]} -{"_id":"hpLNiGq7y67d2EHA","name":"Bardic Inspiration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). 

\n

You regain any expended uses when you finish a long rest. 

\n

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

\n

**Foundry note: Note the Other Formula is set to the base default of 1d6 and limited uses is set to the minimum of 1. Additionally, recovery is set to long rest (for levels before @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration} is gained). Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 53","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Bard 1","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} -{"_id":"i6tPm3FNK13Ftc9v","name":"Powercasting (Druid)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Drawing on the divine essence of nature itself, you can cast powers to shape that essence to your will.

\n

Cantrips

\n

At 1st level, you know two cantrips of your choice from the druid power list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

\n

Preparing and Casting Powers

\n

The Druid table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these druid powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

You prepare the list of druid powers that are available for you to cast, choosing from the druid power list. When you do so, choose a number of druid powers equal to your Wisdom modifier + your druid level (minimum of one power). The powers must be of a level for which you have power slots.

\n

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level power slots. With a Wisdom of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

\n

You can also change your list of prepared powers when you finish a long rest. Preparing a new list of druid powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known-Power Slots per Power Level-
1st2nd3rd4th5th6th7th8th9th
1st22--------
2nd23--------
3rd242-------
4th343-------
5th3432------
6th3433------
7th34331-----
8th34332-----
9th343331----
10th443332----
11th4433321---
12th4433321---
13th44333211--
14th44333211--
15th443332111-
16th443332111-
17th4433321111
18th4433331111
19th4433332111
20th4433332211
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your druid powers, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid power you cast and when making an attack roll with one.

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Power save DC = 8 + your proficiency bonus + your Wisdom modifier

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Power attack modifier = your proficiency bonus + your Wisdom modifier

\n

Ritual Casting

\n

You can cast a druid power as a ritual if that power has the ritual tag and you have the power prepared.

\n

Powercasting Focus

\n

You can use a druidic focus (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your druid powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Druid 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_09.jpg","effects":[]} -{"_id":"iQxLNydNLlCHNKbp","name":"Open Hand Technique","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own.

\n

Whenever you hit a creature with one of the attacks granted by your @Compendium[world.class-features-srd-v2.5MwNlVZK7m6VolOH]{Ki: Flurry of Blows}, you can impose one of the following effects on that target:

\n
    \n
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • \n
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • \n
  • It can’t take reactions until the end of your next turn.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Way of the Open Hand 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]} +{"_id":"hCop9uJrWhF1QPb4","name":"Fighting Style: Dueling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 84; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":"","width":null},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false}},"flags":{"core":{"sourceId":"Item.C2lYHOGH2UpEifk7"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/skills/weapon_01.jpg","effects":[{"_id":"B5KM6oYsKC7vRMgG","flags":{},"changes":[{"key":"data.bonuses.mwak.damage","value":2,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/skills/weapon_01.jpg","label":"Fighting Style: Dueling","origin":"Item.UOgk9fNed1qugAqH","tint":"","transfer":true}]} +{"_id":"hEymt45rICi4f9eL","name":"Channel Divinity: Preserve Life","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level.

Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"action","cost":1,"condition":"The target cannot be Undead or a Construct"},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5* @classes.cleric.levels","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} +{"_id":"he8RpPXwSl2lVSIk","name":"Song of Rest","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest.

If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

**Foundry note: Note the healing roll is set to the base default of 1d6. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Bard 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_19.jpg","effects":[]} +{"_id":"hpLNiGq7y67d2EHA","name":"Bardic Inspiration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

You regain any expended uses when you finish a long rest.

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

**Foundry note: Note the Other Formula is set to the base default of 1d6 and limited uses is set to the minimum of 1. Additionally, recovery is set to long rest (for levels before @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration} is gained). Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 53","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Bard 1","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} +{"_id":"i6tPm3FNK13Ftc9v","name":"Powercasting (Druid)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Drawing on the divine essence of nature itself, you can cast powers to shape that essence to your will.

\n

Cantrips

\n

At 1st level, you know two cantrips of your choice from the druid power list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

\n

Preparing and Casting Powers

\n

The Druid table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these druid powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

You prepare the list of druid powers that are available for you to cast, choosing from the druid power list. When you do so, choose a number of druid powers equal to your Wisdom modifier + your druid level (minimum of one power). The powers must be of a level for which you have power slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level power slots. With a Wisdom of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

You can also change your list of prepared powers when you finish a long rest. Preparing a new list of druid powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known-Power Slots per Power Level-
1st2nd3rd4th5th6th7th8th9th
1st22--------
2nd23--------
3rd242-------
4th343-------
5th3432------
6th3433------
7th34331-----
8th34332-----
9th343331----
10th443332----
11th4433321---
12th4433321---
13th44333211--
14th44333211--
15th443332111-
16th443332111-
17th4433321111
18th4433331111
19th4433332111
20th4433332211
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your druid powers, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

Power attack modifier = your proficiency bonus + your Wisdom modifier

\n

Ritual Casting

\n

You can cast a druid power as a ritual if that power has the ritual tag and you have the power prepared.

\n

Powercasting Focus

\n

You can use a druidic focus (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your druid powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Druid 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_09.jpg","effects":[]} +{"_id":"iQxLNydNLlCHNKbp","name":"Open Hand Technique","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own.

Whenever you hit a creature with one of the attacks granted by your @Compendium[world.class-features-srd-v2.5MwNlVZK7m6VolOH]{Ki: Flurry of Blows}, you can impose one of the following effects on that target:

\n
    \n
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • \n
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • \n
  • It can’t take reactions until the end of your next turn.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Way of the Open Hand 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]} {"_id":"id0gmGvzNZBEdzbx","name":"Invocation: Fiendish Vigor","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.7e3QXF10hLNDEdr6]{False Life} on yourself at will as a 1st-level power, without expending a power slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +4","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_07.jpg","effects":[]} -{"_id":"ihoQHsmVZlyDbPhX","name":"Powercasting (Paladin)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast powers as a cleric does.

\n

Preparing and Casting Powers

\n

The Paladin table shows how many power slots you have to cast your powers. To cast one of your paladin powers of 1st level or higher, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

You prepare the list of paladin powers that are available for you to cast, choosing from the paladin power list. When you do so, choose a number of paladin powers equal to your Charisma modifier + half your paladin level, rounded down (minimum of one power). The powers must be of a level for which you have power slots.

\n

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level power slots. With a Charisma of 14, your list of prepared powers can include four powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or a 2ndlevel slot. Casting the power doesn’t remove it from your list of prepared powers.

\n

You can change your list of prepared powers when you finish a long rest. Preparing a new list of paladin powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Level-  Power Slots per Power Level  -
1st2nd3rd4th5th
1st-----
2nd2----
3rd3----
4th3----
5th42---
6th42---
7th43---
8th43---
9th432--
10th432--
11th433--
12th433--
13th4331-
14th4331-
15th4332-
16th4332-
17th43331
18th43331
19th43332
20th43332
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your paladin powers, since their power derives from the strength of your convictions. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use a holy symbol as a powercasting focus for your paladin powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_06.jpg","effects":[]} -{"_id":"ip4bvmGoz3qkoqes","name":"Archdruid","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you can use your @Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape} an unlimited number of times. 

\n

Additionally, you can ignore the verbal and somatic components of your druid powers, as well as any material components that lack a cost and aren't consumed by a power.

\n

You gain this benefit in both your normal shape and your beast shape from Wild Shape.

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Druid 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_15.jpg","effects":[]} +{"_id":"ihoQHsmVZlyDbPhX","name":"Powercasting (Paladin)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast powers as a cleric does.

\n

Preparing and Casting Powers

\n

The Paladin table shows how many power slots you have to cast your powers. To cast one of your paladin powers of 1st level or higher, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

You prepare the list of paladin powers that are available for you to cast, choosing from the paladin power list. When you do so, choose a number of paladin powers equal to your Charisma modifier + half your paladin level, rounded down (minimum of one power). The powers must be of a level for which you have power slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level power slots. With a Charisma of 14, your list of prepared powers can include four powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or a 2ndlevel slot. Casting the power doesn’t remove it from your list of prepared powers.

You can change your list of prepared powers when you finish a long rest. Preparing a new list of paladin powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Level-  Power Slots per Power Level  -
1st2nd3rd4th5th
1st-----
2nd2----
3rd3----
4th3----
5th42---
6th42---
7th43---
8th43---
9th432--
10th432--
11th433--
12th433--
13th4331-
14th4331-
15th4332-
16th4332-
17th43331
18th43331
19th43332
20th43332
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your paladin powers, since their power derives from the strength of your convictions. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use a holy symbol as a powercasting focus for your paladin powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_06.jpg","effects":[]} +{"_id":"ip4bvmGoz3qkoqes","name":"Archdruid","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you can use your @Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape} an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid powers, as well as any material components that lack a cost and aren't consumed by a power.

You gain this benefit in both your normal shape and your beast shape from Wild Shape.

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Druid 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_15.jpg","effects":[]} {"_id":"ipG5yx1tRNmeJfSH","name":"Survivor","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You attain the pinnacle of resilience in battle.

At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don’t gain this benefit if you have 0 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 73","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"con","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Champion 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_15.jpg","effects":[]} -{"_id":"jF8AFfEMICIJnAkR","name":"Disciple of Life","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 1st level, your healing powers are more effective.

\n

Whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]} +{"_id":"jF8AFfEMICIJnAkR","name":"Disciple of Life","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 1st level, your healing powers are more effective.

Whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]} {"_id":"jTXHaK0vvT5DV3uO","name":"Otherworldly Patron","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 1st level, you have struck a bargain with an otherworldly being, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":"PHB pg. 107, 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 1","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null}},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/affliction_05.jpg","effects":[]} {"_id":"jVU4AgqfrFaqgXns","name":"Primal Champion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_22.jpg","effects":[]} {"_id":"k5DU0mMuYVHejiqz","name":"Invocation: Misty Visions","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.BrBZdCCrJRIVg7YX]{Silent Image} at will, without expending a power slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_14.jpg","effects":[]} {"_id":"k5M8gsl7MMcdjOjs","name":"Invocation: Voice of the Chain Master","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 3, Pact of the Chain","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_07.jpg","effects":[]} -{"_id":"kYJsED0rqqqUcgKz","name":"Additional Fighting Style","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose a second fighting style class feature from the following:

\n

@Compendium[sw5e.classfeatures.8YwPFv3UAPjWVDNf]{Archery}

\n

@Compendium[sw5e.classfeatures.zSlV0O2rQMdoq6pB]{Defense}

\n

@Compendium[sw5e.classfeatures.hCop9uJrWhF1QPb4]{Dueling}

\n

@Compendium[sw5e.classfeatures.3Nc6u9pyStByuJsm]{Great Weapon Fighting}

\n

@Compendium[sw5e.classfeatures.06NVMYf58Z76O85O]{Protection}

\n

@Compendium[sw5e.classfeatures.mHcSjcHJ8oZu3hkb]{Two Weapon Fighting}

\n

The choice must be different to the one made at level 1.

\n

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 73","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Champion 10","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"folder":"tFOfAj4cr2LN77j7","sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_27.jpg","effects":[]} +{"_id":"kYJsED0rqqqUcgKz","name":"Additional Fighting Style","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose a second fighting style class feature from the following:

@Compendium[sw5e.classfeatures.8YwPFv3UAPjWVDNf]{Archery}

@Compendium[sw5e.classfeatures.zSlV0O2rQMdoq6pB]{Defense}

@Compendium[sw5e.classfeatures.hCop9uJrWhF1QPb4]{Dueling}

@Compendium[sw5e.classfeatures.3Nc6u9pyStByuJsm]{Great Weapon Fighting}

@Compendium[sw5e.classfeatures.06NVMYf58Z76O85O]{Protection}

@Compendium[sw5e.classfeatures.mHcSjcHJ8oZu3hkb]{Two Weapon Fighting}

The choice must be different to the one made at level 1.

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 73","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Champion 10","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"folder":"tFOfAj4cr2LN77j7","sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_27.jpg","effects":[]} {"_id":"kaHcUGiwi8AtfZIm","name":"Primeval Awareness","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 3rd level, you can use your action and expend one ranger power slot to focus your awareness on the region around you. For 1 minute per level of the power slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"action","cost":1,"condition":"It also expends a power slot; the slot level dictates duration."},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":1,"long":6,"units":"mi"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_02.jpg","effects":[]} -{"_id":"knDZR4l4QfLTKinm","name":"Mystic Arcanum (8th-Level Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one 8th-level power from the warlock power list as an additional arcanum. 

\n

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again. 

\n

At higher levels, you gain more warlock powers of your choice that can be cast in this way: one 9th-level power at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n

If you wish, manually edit this entry and make a note of your choice here:

\n
    \n
  • 8th-level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Warlock 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} +{"_id":"knDZR4l4QfLTKinm","name":"Mystic Arcanum (8th-Level Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one 8th-level power from the warlock power list as an additional arcanum.

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock powers of your choice that can be cast in this way: one 9th-level power at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

If you wish, manually edit this entry and make a note of your choice here:

\n
    \n
  • 8th-level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Warlock 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} {"_id":"l50hjTxO2r0iecKw","name":"Martial Arts","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 1st level, your practice of martial arts gives you mastery of combat styles that use and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • \n

    You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

    \n
  • \n
  • \n

    You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

    \n
  • \n
  • \n

    When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

    \n
  • \n
\n

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} {"_id":"l7W6JB9yWLLLtQKP","name":"Multiattack: Volley","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_03.jpg","effects":[]} {"_id":"l8tUhZ5Pecm9wz7I","name":"Persistent Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 15th level, your @Compendium[sw5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage} is so fierce that it ends early only if you fall unconscious or if you choose to end it.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} {"_id":"lEZKbWaVrSljRa9n","name":"Invocation: Eyes of the Rune Keeper","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can read all writing.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]} -{"_id":"lT8GsPOPgRzDC3QJ","name":"Bonus Cantrip (Druid)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Circle of the Land 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-1.jpg","effects":[]} -{"_id":"laVHAIOKIsUeezWd","name":"Superior Hunter's Defense: Evasion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt power, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_28.jpg","effects":[]} +{"_id":"lT8GsPOPgRzDC3QJ","name":"Bonus Cantrip (Druid)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Circle of the Land 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-1.jpg","effects":[]} +{"_id":"laVHAIOKIsUeezWd","name":"Superior Hunter's Defense: Evasion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt power, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_28.jpg","effects":[]} {"_id":"lxfdjLer3uKjyZqU","name":"Invocation: Master of Myriad Forms","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.8RTDOt80u8aBv9qx]{Alter Self} at will, without expending a power slot.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/beast_01.jpg","effects":[]} {"_id":"mHcSjcHJ8oZu3hkb","name":"Fighting Style: Two Weapon Fighting","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Ranger 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_28.jpg","effects":[]} {"_id":"mQNPg89YIs7g5tG4","name":"Perfect Self","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} {"_id":"myBu3zi5eYvQIcuy","name":"Additional Magical Secrets","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 6th level, you learn two powers of your choice from any class. A power you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen powers count as bard powers for you but don't count against the number of bard powers you know.

","chat":"","unidentified":""},"source":"PHB pg. 55","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"College of Lore 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]} -{"_id":"mzweVbnsJPQiVkAe","name":"Deflect Missiles","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 @Compendium[sw5e.classfeatures.10b6z2W1txNkrGP7]{Ki} point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

\n

**Foundry note: Note the reduce damage roll is calculated by the Other Formula. Additionally, the damage die for the thrown attack is the base default of 1d4. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"reaction","cost":1,"condition":"Can be thrown back using 1 ki point "},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod",""]],"versatile":"","value":""},"formula":"1d10 + @mod + @classes.monk.levels","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/arrow_06.jpg","effects":[]} +{"_id":"mzweVbnsJPQiVkAe","name":"Deflect Missiles","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 @Compendium[sw5e.classfeatures.10b6z2W1txNkrGP7]{Ki} point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

**Foundry note: Note the reduce damage roll is calculated by the Other Formula. Additionally, the damage die for the thrown attack is the base default of 1d4. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"reaction","cost":1,"condition":"Can be thrown back using 1 ki point "},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod",""]],"versatile":"","value":""},"formula":"1d10 + @mod + @classes.monk.levels","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/arrow_06.jpg","effects":[]} {"_id":"nTjmWbyHweXuIqwc","name":"Second Wind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Fighter 1","recharge":{"value":0,"charged":false}},"folder":null,"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/blood_04.jpg","effects":[]} -{"_id":"nUrZDi6QN1YjwAr6","name":"Signature Powers (First Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 20th level, you gain mastery over two powerful powers and can cast them with little effort. Choose two 3rd-level wizard powers in your powerbook as your signature powers. You always have these powers prepared, they don't count against the number of powers you have prepared, and you can cast each of them once at 3rd level without expending a power slot. When you do so, you can't do so again until you finish a short or long rest. 

\n

If you want to cast either power at a higher level, you must expend a power slot as normal.

\n

If you wish, manually edit this entry and make a note of your first choice here:

\n
    \n
  • First power choice
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Wizard 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} +{"_id":"nUrZDi6QN1YjwAr6","name":"Signature Powers (First Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 20th level, you gain mastery over two powerful powers and can cast them with little effort. Choose two 3rd-level wizard powers in your powerbook as your signature powers. You always have these powers prepared, they don't count against the number of powers you have prepared, and you can cast each of them once at 3rd level without expending a power slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either power at a higher level, you must expend a power slot as normal.

If you wish, manually edit this entry and make a note of your first choice here:

\n
    \n
  • First power choice
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Wizard 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} {"_id":"nViGf6bZ6DQAJhkw","name":"Metamagic: Quickened Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/mech_12.jpg","effects":[]} {"_id":"nahSkBO6LH4HkpaT","name":"Aura of Courage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]} -{"_id":"ohwfuwnvuoBWlSQr","name":"Thieves' Cant","permission":{"default":0},"type":"feat","data":{"description":{"value":"

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. 

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]} -{"_id":"olAqNsUTIef9x8xC","name":"Sacred Oath","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

\n

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath powers and the Channel Divinity feature.

\n

Oath Powers

\n

Each oath has a list of associated powers. You gain access to these powers at the levels specified in the oath description. Once you gain access to an oath power, you always have it prepared. Oath powers don’t count against the number of powers you can prepare each day.

\n

If you gain an oath power that doesn't appear on the paladin power list, the power is nonetheless a paladin power for you.

\n

Channel Divinity

\n

@Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Channel Divinity}

","chat":"","unidentified":""},"source":"PHB pg. 85, 86","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 3","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/skills/red_26.jpg","effects":[]} -{"_id":"oygRF3ZjTv2T7z0Y","name":"Powercasting (Sorcerer)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your powers.

\n

Cantrips

\n

At 1st level, you know four cantrips of your choice from the sorcerer power list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

\n

Power Slots

\n

The Sorcerer table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these sorcerer powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

For example, if you know the 1st-level power burning hands and have a 1st-level and a 2nd-level power slot available, you can cast burning hands using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know two 1st-level powers of your choice from the sorcerer power list.

\n

The Powers Known column of the Sorcerer table shows when you learn more sorcerer powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

\n

Additionally, when you gain a level in this class, you can choose one of the sorcerer powers you know and replace it with another power from the sorcerer power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st422--------
2nd433--------
3rd4442-------
4th5543-------
5th56432------
6th57433------
7th584331-----
8th594332-----
9th51043331----
10th61143332----
11th612433321---
12th612433321---
13th6134333211--
14th6134333211--
15th61443332111-
16th61443332111-
17th615433321111
18th615433331111
19th615433332111
20th615433332211
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your sorcerer powers, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your sorcerer powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]} -{"_id":"pAQMJU5R9SGUmzHU","name":"Defensive Tactics: Escape the Horde","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Opportunity attacks against you are made with disadvantage. 

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_08.jpg","effects":[]} +{"_id":"ohwfuwnvuoBWlSQr","name":"Thieves' Cant","permission":{"default":0},"type":"feat","data":{"description":{"value":"

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]} +{"_id":"olAqNsUTIef9x8xC","name":"Sacred Oath","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath powers and the Channel Divinity feature.

\n

Oath Powers

\n

Each oath has a list of associated powers. You gain access to these powers at the levels specified in the oath description. Once you gain access to an oath power, you always have it prepared. Oath powers don’t count against the number of powers you can prepare each day.

If you gain an oath power that doesn't appear on the paladin power list, the power is nonetheless a paladin power for you.

\n

Channel Divinity

\n

@Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Channel Divinity}

","chat":"","unidentified":""},"source":"PHB pg. 85, 86","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 3","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/skills/red_26.jpg","effects":[]} +{"_id":"oygRF3ZjTv2T7z0Y","name":"Powercasting (Sorcerer)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your powers.

\n

Cantrips

\n

At 1st level, you know four cantrips of your choice from the sorcerer power list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

\n

Power Slots

\n

The Sorcerer table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these sorcerer powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

For example, if you know the 1st-level power burning hands and have a 1st-level and a 2nd-level power slot available, you can cast burning hands using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know two 1st-level powers of your choice from the sorcerer power list.

The Powers Known column of the Sorcerer table shows when you learn more sorcerer powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer powers you know and replace it with another power from the sorcerer power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st422--------
2nd433--------
3rd4442-------
4th5543-------
5th56432------
6th57433------
7th584331-----
8th594332-----
9th51043331----
10th61143332----
11th612433321---
12th612433321---
13th6134333211--
14th6134333211--
15th61443332111-
16th61443332111-
17th615433321111
18th615433331111
19th615433332111
20th615433332211
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your sorcerer powers, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your sorcerer powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]} +{"_id":"pAQMJU5R9SGUmzHU","name":"Defensive Tactics: Escape the Horde","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Opportunity attacks against you are made with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_08.jpg","effects":[]} {"_id":"pJADgAxxefgcATWr","name":"Invocation: Thirsting Blade","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 5, Pact of the Blade","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_13.jpg","effects":[]} -{"_id":"pquwueEMweRhiWaq","name":"Peerless Skill","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, when you make an ability check, you can expend one use of @Compendium[sw5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton}.

\n

Roll a Bardic Inspiration die and add the number rolled to your ability check.

\n

You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"College of Lore 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]} +{"_id":"pquwueEMweRhiWaq","name":"Peerless Skill","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, when you make an ability check, you can expend one use of @Compendium[sw5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton}.

Roll a Bardic Inspiration die and add the number rolled to your ability check.

You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"College of Lore 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]} {"_id":"pvRc6GAu1ok6zihC","name":"Ki: Stunning Strike","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"value":"con","scaling":"wis"},"requirements":"Monk 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/ice_10.jpg","effects":[]} {"_id":"q9g1MLXuLZyxjQMg","name":"Extra Attack (Fighter)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_08.jpg","effects":[]} {"_id":"r01WtcxTg4yTHm9m","name":"Invocation: Eldritch Spear","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you cast @Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}, its range is 300 feet.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2, Eldritch Blast","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_14.jpg","effects":[]} -{"_id":"r0unvWK0lPsDthDx","name":"Hide in Plain Sight","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. 

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]} -{"_id":"r91UIgwFdHwkXdia","name":"Channel Divinity: Turn Undead","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you present your holy symbol and speak a prayer censuring the undead.

Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. 

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.

For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

","chat":"","unidentified":""},"source":"PHB pg. 59","activation":{"type":"action","cost":1,"condition":"Targets must be able to see or hear you."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"wis"},"requirements":"Cleric 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_19.jpg","effects":[]} +{"_id":"r0unvWK0lPsDthDx","name":"Hide in Plain Sight","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Ranger 10","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]} +{"_id":"r91UIgwFdHwkXdia","name":"Channel Divinity: Turn Undead","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you present your holy symbol and speak a prayer censuring the undead.

Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.

For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

","chat":"","unidentified":""},"source":"PHB pg. 59","activation":{"type":"action","cost":1,"condition":"Targets must be able to see or hear you."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"wis"},"requirements":"Cleric 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_19.jpg","effects":[]} {"_id":"rBDZLatuoolT2FUW","name":"Tranquility","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a @Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary} power that lasts until the start of your next long rest (the power can end early as normal). The saving throw DC for the power equals 8 + your Wisdom modifier + your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB pg. 80","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"wis"},"requirements":"Way of the Open Hand 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_09.jpg","effects":[]} -{"_id":"rQhWDaMHMn7iU4f2","name":"Stroke of Luck","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. 

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

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]} +{"_id":"rQhWDaMHMn7iU4f2","name":"Stroke of Luck","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Rogue 20","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]} {"_id":"rdBPd6CwqXT64iJM","name":"Invocation: Repelling Blast","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you hit a creature with @Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}, you can push the creature up to 10 feet away from you in a straight line.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 2, Eldritch Blast","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_18.jpg","effects":[]} {"_id":"rhbwDZ9XNTmdkX2u","name":"Invocation: Thief of Five Fates","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.95K2aUhAGV9qXjnf]{Bane} once using a warlock power slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"cha"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_11.jpg","effects":[]} {"_id":"rtpQdX77dYWbDIOH","name":"Monastic Tradition","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_01.jpg","effects":[]} -{"_id":"s0Cc2zcX0JzIgam5","name":"Ability Score Improvement","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Barbarian 4, Bard 4, Cleric 4, Druid 4, Monk 4, Paladin 4, Ranger 4, Sorcerer 4, Warlock 4, Wizard 4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_10.jpg","effects":[]} +{"_id":"s0Cc2zcX0JzIgam5","name":"Ability Score Improvement","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Barbarian 4, Bard 4, Cleric 4, Druid 4, Monk 4, Paladin 4, Ranger 4, Sorcerer 4, Warlock 4, Wizard 4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_10.jpg","effects":[]} {"_id":"sPy2OLoN7JaAcMl4","name":"Ability Score Improvement (Fighter)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Fighter 4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_26.jpg","effects":[]} {"_id":"slelvrm83v9UAKZU","name":"Defensive Tactics: Multiattack Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_10.jpg","effects":[]} {"_id":"snsjxGfmzWfZR5Nh","name":"Invocation: Witch Sight","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_09.jpg","effects":[]} -{"_id":"swK0r5TOIxredxWS","name":"Wild Shape","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. 

\n

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

\n

Beast Shapes

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speed@Compendium[sw5e.monsters.yawTeS8u2FCfzzZH]{Wolf}
4th1/2No flying speed@Compendium[sw5e.monsters.8aCTKP5qaBPFOqxM]{Crocodile}
8th1--@Compendium[sw5e.monsters.DBCCRXiLn6mIS8hX]{Giant Eagle}
\n

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. 

\n

While you are transformed, the following rules apply:

\n
    \n
  • \n

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

    \n
  • \n
  • \n

    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

    \n
  • \n
  • \n

    You can't cast powers, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a power you've already cast, however, or prevent you from taking actions that are part of a power, such as call lightning, that you've already cast.

    \n
  • \n
  • \n

    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

    \n
  • \n
  • \n

    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    \n
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 66","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":2,"max":2,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Druid 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} +{"_id":"swK0r5TOIxredxWS","name":"Wild Shape","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

\n

Beast Shapes

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speed@Compendium[sw5e.monsters.yawTeS8u2FCfzzZH]{Wolf}
4th1/2No flying speed@Compendium[sw5e.monsters.8aCTKP5qaBPFOqxM]{Crocodile}
8th1--@Compendium[sw5e.monsters.DBCCRXiLn6mIS8hX]{Giant Eagle}
\n

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

\n
    \n
  • \n

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

    \n
  • \n
  • \n

    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

    \n
  • \n
  • \n

    You can't cast powers, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a power you've already cast, however, or prevent you from taking actions that are part of a power, such as call lightning, that you've already cast.

    \n
  • \n
  • \n

    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

    \n
  • \n
  • \n

    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    \n
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 66","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":2,"max":2,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Druid 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} {"_id":"tNG2qi9zhmXEkecA","name":"Metamagic: Heightened Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_11.jpg","effects":[]} {"_id":"tQxlKyAx9sgPrbgj","name":"Metamagic: Extended Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_02.jpg","effects":[]} -{"_id":"u4NLajXETJhJU31v","name":"Powercasting (Bard)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your powers are part of your vast repertoire, magic that you can tune to different situations.

\n

Cantrips

\n

You know two cantrips of your choice from the bard power list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

\n

Power Slots

\n

The Bard table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

For example, if you know the 1st-level power cure wounds and have a 1st-level and a 2nd-level power slot available, you can cast cure wounds using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know four 1st-level powers of your choice from the bard power list.

\n

The Powers Known column of the Bard table shows when you learn more bard powers of your choice. Each of these powers must be of a level for which you have power slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

\n

Additionally, when you gain a level in this class, you can choose one of the bard powers you know and replace it with another power from the bard power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st242--------
2nd253--------
3rd2642-------
4th3743-------
5th38432------
6th39433------
7th3104331-----
8th3114332-----
9th31243331----
10th41443332----
11th415433321---
12th415433321---
13th4164333211--
14th4184333211--
15th41943332111-
16th41943332111-
17th420433321111
18th422433331111
19th422433332111
20th422433332211
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your bard powers. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Ritual Casting

\n

You can cast any bard power you know as a ritual if that power has the ritual tag.

\n

Powercasting Focus

\n

You can use a musical instrument (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your bard powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Bard 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_29.jpg","effects":[]} -{"_id":"u6Du2P9s81SWuGbi","name":"Druid Circle","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Druid 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_01.jpg","effects":[]} -{"_id":"u6xV3Ki3TXRrD7zg","name":"Powercasting (Ranger)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast powers, much as a druid does.

\n

Power Slots

\n

The Ranger table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

For example, if you know the 1st-level power animal friendship and have a 1st-level and a 2nd-level power slot available, you can cast animal friendship using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know two 1st-level powers of your choice from the ranger power list.

\n

The Powers Known column of the Ranger table shows when you learn more ranger powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 5th level in this class, you can learn one new power of 1st or 2nd level.

\n

Additionally, when you gain a level in this class, you can choose one of the ranger powers you know and replace it with another power from the ranger power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelPowers Known- Power Slots per Power Level -
1st2nd3rd4th5th
1st------
2nd22----
3rd33----
4th33----
5th442---
6th442---
7th543---
8th543---
9th6432--
10th6432--
11th7433--
12th7433--
13th84331-
14th84331-
15th94332-
16th94332-
17th1043331
18th1043331
19th1143332
20th1143332
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your ranger powers, since your magic draws on your attunement to nature. You use your Wisdom whenever a power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Power attack modifier = your proficiency bonus + your Wisdom modifier

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Ranger 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_20.jpg","effects":[]} -{"_id":"v4gKwLhAq9vuqza7","name":"Powercasting (Cleric)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a conduit for divine power, you can cast cleric powers.

\n

Cantrips

\n

At 1st level, you know three cantrips of your choice from the cleric power list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

\n

Preparing and Casting Powers

\n

The Cleric table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

You prepare the list of cleric powers that are available for you to cast, choosing from the cleric power list. When you do so, choose a number of cleric powers equal to your Wisdom modifier + your cleric level (minimum of one power). The powers must be of a level for which you have power slots.

\n

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level power slots. With a Wisdom of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

\n

You can change your list of prepared powers when you finish a long rest. Preparing a new list of cleric powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your cleric powers. The power of your powers comes from your devotion to your deity. You use your Wisdom whenever a cleric power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Power attack modifier = your proficiency bonus + your Wisdom modifier

\n

Ritual Casting

\n

You can cast a cleric power as a ritual if that power has the ritual tag and you have the power prepared.

\n

Powercasting Focus

\n

You can use a holy symbol (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your cleric powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Cleric 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]} +{"_id":"u4NLajXETJhJU31v","name":"Powercasting (Bard)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your powers are part of your vast repertoire, magic that you can tune to different situations.

\n

Cantrips

\n

You know two cantrips of your choice from the bard power list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

\n

Power Slots

\n

The Bard table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

For example, if you know the 1st-level power cure wounds and have a 1st-level and a 2nd-level power slot available, you can cast cure wounds using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know four 1st-level powers of your choice from the bard power list.

The Powers Known column of the Bard table shows when you learn more bard powers of your choice. Each of these powers must be of a level for which you have power slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard powers you know and replace it with another power from the bard power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st242--------
2nd253--------
3rd2642-------
4th3743-------
5th38432------
6th39433------
7th3104331-----
8th3114332-----
9th31243331----
10th41443332----
11th415433321---
12th415433321---
13th4164333211--
14th4184333211--
15th41943332111-
16th41943332111-
17th420433321111
18th422433331111
19th422433332111
20th422433332211
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your bard powers. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Ritual Casting

\n

You can cast any bard power you know as a ritual if that power has the ritual tag.

\n

Powercasting Focus

\n

You can use a musical instrument (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your bard powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Bard 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_29.jpg","effects":[]} +{"_id":"u6Du2P9s81SWuGbi","name":"Druid Circle","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Druid 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/nature_01.jpg","effects":[]} +{"_id":"u6xV3Ki3TXRrD7zg","name":"Powercasting (Ranger)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast powers, much as a druid does.

\n

Power Slots

\n

The Ranger table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

For example, if you know the 1st-level power animal friendship and have a 1st-level and a 2nd-level power slot available, you can cast animal friendship using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know two 1st-level powers of your choice from the ranger power list.

The Powers Known column of the Ranger table shows when you learn more ranger powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 5th level in this class, you can learn one new power of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger powers you know and replace it with another power from the ranger power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelPowers Known- Power Slots per Power Level -
1st2nd3rd4th5th
1st------
2nd22----
3rd33----
4th33----
5th442---
6th442---
7th543---
8th543---
9th6432--
10th6432--
11th7433--
12th7433--
13th84331-
14th84331-
15th94332-
16th94332-
17th1043331
18th1043331
19th1143332
20th1143332
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your ranger powers, since your magic draws on your attunement to nature. You use your Wisdom whenever a power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

Power attack modifier = your proficiency bonus + your Wisdom modifier

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Ranger 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_20.jpg","effects":[]} +{"_id":"v4gKwLhAq9vuqza7","name":"Powercasting (Cleric)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a conduit for divine power, you can cast cleric powers.

\n

Cantrips

\n

At 1st level, you know three cantrips of your choice from the cleric power list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

\n

Preparing and Casting Powers

\n

The Cleric table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

You prepare the list of cleric powers that are available for you to cast, choosing from the cleric power list. When you do so, choose a number of cleric powers equal to your Wisdom modifier + your cleric level (minimum of one power). The powers must be of a level for which you have power slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level power slots. With a Wisdom of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

You can change your list of prepared powers when you finish a long rest. Preparing a new list of cleric powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your cleric powers. The power of your powers comes from your devotion to your deity. You use your Wisdom whenever a cleric power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric power you cast and when making an attack roll with one.

Power save DC= 8 + your proficiency bonus + your Wisdom modifier

Power attack modifier = your proficiency bonus + your Wisdom modifier

\n

Ritual Casting

\n

You can cast a cleric power as a ritual if that power has the ritual tag and you have the power prepared.

\n

Powercasting Focus

\n

You can use a holy symbol (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your cleric powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Cleric 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]} {"_id":"v7MxFuTAgOsmxZCD","name":"Ability Score Improvement (Rogue)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Rogue 4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_07.jpg","effects":[]} -{"_id":"vMxJQEKeK6WwZFaF","name":"Mystic Arcanum (9th-Level Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one 9th-level power from the warlock power list as an additional arcanum. 

\n

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again. 

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n

If you wish, manually edit this entry and make a note of your choice here:

\n
    \n
  • 9th-level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Warlock 17","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} +{"_id":"vMxJQEKeK6WwZFaF","name":"Mystic Arcanum (9th-Level Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one 9th-level power from the warlock power list as an additional arcanum.

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again.

You regain all uses of your Mystic Arcanum when you finish a long rest.

If you wish, manually edit this entry and make a note of your choice here:

\n
    \n
  • 9th-level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Warlock 17","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} {"_id":"vt31lWAULygEl7yk","name":"Danger Sense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

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

","chat":"","unidentified":""},"source":"PHB pg. 46","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Barbarian 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_17.jpg","effects":[]} -{"_id":"wKdRtFsvGfMKQHLY","name":"Natural Recovery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature.

During a short rest, you choose expended power slots to recover. The power slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 

For example, when you are a 4th-level druid, you can recover up to two levels worth of power slots. You can recover either a 2nd-level slot or two 1st-level slots.

","chat":"","unidentified":""},"source":"PHB pg. 68","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"The druid can recover this number worth of power slots (of 5th level or lower):","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"ceil(@classes.druid.levels/2)","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Circle of the Land 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_22.jpg","effects":[]} -{"_id":"wrxIW5sDfmGr3u5s","name":"Hunter's Prey","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, you gain one of the following features of your choice.

\n

@Compendium[sw5e.classfeatures.5gx1O0sxK08awEO9]{Colossus Slayer}

\n

@Compendium[sw5e.classfeatures.StfmqK1twVfukpa0]{Giant Killer}

\n

@Compendium[sw5e.classfeatures.C6sHdDGmCMo0cYHd]{Horde Breaker}

\n

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_12.jpg","effects":[]} -{"_id":"x637K2Icp2ZFM1TB","name":"Divine Domain","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one domain related to your deity, such as Life. Your choice grants you domain powers and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

\n

Domain Powers

\n

Each domain has a list of powers—its domain powers—that you gain at the cleric levels noted in the domain description. Once you gain a domain power, you always have it prepared, and it doesn’t count against the number of powers you can prepare each day.

\n

If you have a domain power that doesn’t appear on the cleric power list, the power is nonetheless a cleric power for you.

","chat":"","unidentified":""},"source":"PHB pg. 58","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Cleric 1","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null}},"sort":800001,"flags":{},"img":"systems/sw5e/icons/skills/blue_09.jpg","effects":[]} -{"_id":"x6IJZwr6f0SGral7","name":"Pact Magic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your arcane research and the magic bestowed on you by your patron have given you facility with powers.

\n

Cantrips

\n

You know two cantrips of your choice from the warlock power list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n

Power Slots

\n

The Warlock table shows how many power slots you have. The table also shows what the level of those slots is; all of your power slots are the same level. To cast one of your warlock powers of 1st level or higher, you must expend a power slot. You regain all expended power slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level power slots. To cast the 1st-level power thunderwave, you must spend one of those slots, and you cast it as a 3rd-level power.

\n

Powers Known of 1st Level and Higher

\n

At 1st level, you know two 1st-level powers of your choice from the warlock power list.

\n

The Powers Known column of the Warlock table shows when you learn more warlock powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock power, which can be 1st, 2nd, or 3rd level.

\n

Additionally, when you gain a level in this class, you can choose one of the warlock powers you know and replace it with another power from the warlock power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers KnownPower SlotsSlot Level
1st2211st
2nd2321st
3rd2422nd
4th3522nd
5th3623rd
6th3723rd
7th3824th
8th3924th
9th31025th
10th41025th
11th41135th
12th41135th
13th41235th
14th41235th
15th41335th
16th41335th
17th41445th
18th41445th
19th41545th
20th41545th
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your warlock powers, so you use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your warlock powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Warlock 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_03.jpg","effects":[]} +{"_id":"wKdRtFsvGfMKQHLY","name":"Natural Recovery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature.

During a short rest, you choose expended power slots to recover. The power slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of power slots. You can recover either a 2nd-level slot or two 1st-level slots.

","chat":"","unidentified":""},"source":"PHB pg. 68","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"The druid can recover this number worth of power slots (of 5th level or lower):","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"ceil(@classes.druid.levels/2)","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Circle of the Land 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_22.jpg","effects":[]} +{"_id":"wrxIW5sDfmGr3u5s","name":"Hunter's Prey","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, you gain one of the following features of your choice.

@Compendium[sw5e.classfeatures.5gx1O0sxK08awEO9]{Colossus Slayer}

@Compendium[sw5e.classfeatures.StfmqK1twVfukpa0]{Giant Killer}

@Compendium[sw5e.classfeatures.C6sHdDGmCMo0cYHd]{Horde Breaker}

You can drag your choice from the above onto your character sheet and it will automatically update.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Hunter 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_12.jpg","effects":[]} +{"_id":"x637K2Icp2ZFM1TB","name":"Divine Domain","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one domain related to your deity, such as Life. Your choice grants you domain powers and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

\n

Domain Powers

\n

Each domain has a list of powers—its domain powers—that you gain at the cleric levels noted in the domain description. Once you gain a domain power, you always have it prepared, and it doesn’t count against the number of powers you can prepare each day.

If you have a domain power that doesn’t appear on the cleric power list, the power is nonetheless a cleric power for you.

","chat":"","unidentified":""},"source":"PHB pg. 58","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Cleric 1","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null}},"sort":800001,"flags":{},"img":"systems/sw5e/icons/skills/blue_09.jpg","effects":[]} +{"_id":"x6IJZwr6f0SGral7","name":"Pact Magic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your arcane research and the magic bestowed on you by your patron have given you facility with powers.

\n

Cantrips

\n

You know two cantrips of your choice from the warlock power list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n

Power Slots

\n

The Warlock table shows how many power slots you have. The table also shows what the level of those slots is; all of your power slots are the same level. To cast one of your warlock powers of 1st level or higher, you must expend a power slot. You regain all expended power slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level power slots. To cast the 1st-level power thunderwave, you must spend one of those slots, and you cast it as a 3rd-level power.

\n

Powers Known of 1st Level and Higher

\n

At 1st level, you know two 1st-level powers of your choice from the warlock power list.

The Powers Known column of the Warlock table shows when you learn more warlock powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock power, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock powers you know and replace it with another power from the warlock power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers KnownPower SlotsSlot Level
1st2211st
2nd2321st
3rd2422nd
4th3522nd
5th3623rd
6th3723rd
7th3824th
8th3924th
9th31025th
10th41025th
11th41135th
12th41135th
13th41235th
14th41235th
15th41335th
16th41335th
17th41445th
18th41445th
19th41545th
20th41545th
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your warlock powers, so you use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your warlock powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Warlock 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_03.jpg","effects":[]} {"_id":"x6eEZ9GUsuOcEa3G","name":"Elemental Affinity","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, when you cast a power that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that power. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":"1 sorcery point is also required if the resistance is desired."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"cha","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Draconic Bloodline 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/ice_02.jpg","effects":[]} -{"_id":"xF1VTcJ3AdkbTsdQ","name":"Action Surge","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action.

\n

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

**Foundry note: Note the limited uses is set to the base default of 1 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 2","recharge":{"value":0,"charged":false}},"folder":null,"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} -{"_id":"xNN0JMKqlG4hKVYu","name":"Channel Divinity: Sacred Weapon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity.

For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. 

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":40,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Oath of Devotion 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"xF1VTcJ3AdkbTsdQ","name":"Action Surge","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

**Foundry note: Note the limited uses is set to the base default of 1 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 2","recharge":{"value":0,"charged":false}},"folder":null,"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} +{"_id":"xNN0JMKqlG4hKVYu","name":"Channel Divinity: Sacred Weapon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity.

For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":40,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Oath of Devotion 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} {"_id":"xvgPu1O57DgXCM86","name":"Beast Powers","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 18th level, you can cast many of your druid powers in any shape you assume using @Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape}. You can perform the somatic and verbal components of a druid power while in a beast shape, but you aren't able to provide material components.

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Druid 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_07.jpg","effects":[]} {"_id":"xzD9zlRP6dUxCtCl","name":"Retaliation","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

","chat":"","unidentified":""},"source":"PHB pg. 50","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Path of the Berserker 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_37.jpg","effects":[]} -{"_id":"ySMPQ6zNSlvkrl2f","name":"Divine Smite","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one power slot to deal radiant damage to the target, in addition to the weapon’s damage.

\n

The extra damage is 2d8 for a 1st-level power slot, plus 1d8 for each power level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

\n

**Foundry note: Note the limited uses is set to the base default of 1 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","radiant"]],"versatile":"1d8"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"ySMPQ6zNSlvkrl2f","name":"Divine Smite","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one power slot to deal radiant damage to the target, in addition to the weapon’s damage.

The extra damage is 2d8 for a 1st-level power slot, plus 1d8 for each power level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

**Foundry note: Note the limited uses is set to the base default of 1 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","radiant"]],"versatile":"1d8"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Paladin 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} {"_id":"yrSFIGTaQOH2PFRI","name":"Ki: Step of the Wind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Monk 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]} -{"_id":"yv49QN6Bzqs0ecCs","name":"Blessed Healer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 6th level, the healing powers you cast on others heal you as well.

\n

When you cast a power of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the power's level. 

\n

**Foundry note: The healing formula is set to 2. Please add the additional from the power level manually.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_10.jpg","effects":[]} -{"_id":"zB77V8BcCJvWVxck","name":"Mystic Arcanum (6th-Level Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level power from the warlock power list as this arcanum. 

\n

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again. 

\n

At higher levels, you gain more warlock powers of your choice that can be cast in this way: one 7th-level power at 13th level, one 8th-level power at 15th level, and one 9th-level power at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n

If you wish, manually edit this entry and make a note of your choice here:

\n
    \n
  • 6th-level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} +{"_id":"yv49QN6Bzqs0ecCs","name":"Blessed Healer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 6th level, the healing powers you cast on others heal you as well.

When you cast a power of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the power's level.

**Foundry note: The healing formula is set to 2. Please add the additional from the power level manually.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Life Domain 6","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_10.jpg","effects":[]} +{"_id":"zB77V8BcCJvWVxck","name":"Mystic Arcanum (6th-Level Power)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level power from the warlock power list as this arcanum.

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock powers of your choice that can be cast in this way: one 7th-level power at 13th level, one 8th-level power at 15th level, and one 9th-level power at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

If you wish, manually edit this entry and make a note of your choice here:

\n
    \n
  • 6th-level power
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 11","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} +{"name":"Unarmored Movement (Monk)","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the table below. 

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Monk LevelUnarmored Movement
2nd+10 ft.
3rd+10 ft.
4th+10 ft.
5th+10 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+15 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+20 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+25 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
\n

 

","chat":"","unidentified":""},"source":"PHB pg. 77-78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Monk 2","recharge":{"value":null,"charged":false},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false}},"flags":{"core":{"sourceId":"Item.C2lYHOGH2UpEifk7"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[{"_id":"Veg0vXI93A0qlxZn","flags":{},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/skills/green_16.jpg","label":"Unarmored Movement","origin":"Item.C1StXv1J6o9PrZ1K","tint":"","transfer":true}],"_id":"zCeqyQ8uIPNdYJSW"} {"_id":"zElYrOcCFFMhB6Xl","name":"Metamagic: Careful Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_15.jpg","effects":[]} -{"_id":"zSlV0O2rQMdoq6pB","name":"Fighting Style: Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While you are wearing armor, you gain a +1 bonus to AC

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 85; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_15.jpg","effects":[]} +{"_id":"zSlV0O2rQMdoq6pB","name":"Fighting Style: Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While you are wearing armor, you gain a +1 bonus to AC

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 85; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":"","width":null},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false},"consume":{"type":"","target":null,"amount":null},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false}},"flags":{"core":{"sourceId":"Item.C2lYHOGH2UpEifk7"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/skills/weapon_15.jpg","effects":[{"_id":"U3so0zDcVt4sIBRz","flags":{},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/skills/weapon_15.jpg","label":"Fighting Style: Defense","origin":"Item.4mQUDmiDBePkQD6Y","tint":"","transfer":true}]} {"_id":"zUIAzBnyt0NDvVXb","name":"Invocation: Life Drinker","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 12, Pact of the Blade","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_39.jpg","effects":[]} {"_id":"zYIdNAjqRyhS6qWs","name":"Invocation: Visions of Distant Realms","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[sw5e.powers.ImlCJQwR1VL40Qem]{Arcane Eye} at will, without expending a power slot.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Warlock 15","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} {"_id":"zbHu0NvHuII8lR7W","name":"Defensive Tactics: Steel Will","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]} diff --git a/packs/heroes.db b/packs/heroes.db index f5838e9f..8497cc88 100644 --- a/packs/heroes.db +++ b/packs/heroes.db @@ -1,12 +1,12 @@ -{"_id":"1tAXamEdCqcLQwpM","name":"Merric (Halfling Barbarian)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":14,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":15,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":14,"min":0},"hp":{"value":14,"min":0,"max":14,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft"},"powercasting":"int","death":{"success":0,"failure":0},"encumbrance":{"value":80,"max":210,"pct":38.095238095238095,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":9},"details":{"biography":{"value":"

Merric was once a vigilante, due to her innate sense of street justice. Though her small size may not seem like much in combat, she more than makes up for it with her violent outbursts of anger.

\n

 

\n
Actor artwork provided by Forgotten Adventures
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    \n
  • Skill Proficiencies: Insight, Investigation, Perception
  • \n
  • Equipment: Explorer's Pack, 2 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":4650000,"flags":{},"img":"systems/sw5e/icons/skills/fire_07.jpg","effects":[]},{"_id":"jw7Uw44HPUAf5Bhq","name":"Unarmored Defense","type":"equipment","data":{"description":{"value":"

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"natural","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true,"armorType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]},{"_id":"PRWrxqFZEBsYGcMt","name":"Rage","type":"feat","data":{"description":{"value":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

\n
    \n
  • \n

    You have advantage on Strength checks and Strength saving throws.

    \n
  • \n
  • \n

    When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

    \n
  • \n
  • \n

    You have resistance to bludgeoning, piercing, and slashing damage.

    \n
  • \n
\n

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

\n

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

\n

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

\n

**Foundry note: Note the limited uses is set to the base default of 2. Please manually adjust as required.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Barbarian LevelRagesRage Damage
1st2+2
2nd2+2
3rd3+2
4th3+2
5th3+2
6th4+2
7th4+2
8th4+2
9th4+3
10th4+3
11th4+3
12th5+3
13th5+3
14th5+3
15th5+3
16th5+4
17th6+4
18th6+4
19th6+4
20thUnlimited+4
\n

 

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":2,"max":2,"per":"lr","type":"lr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Barbarian 1","recharge":{"value":null,"charged":false}},"sort":4400000,"flags":{},"img":"systems/sw5e/icons/skills/red_10.jpg","effects":[]},{"_id":"6S2Nwqwk9GQCcfmg","name":"Unarmored Defense (Barbarian)","type":"feat","data":{"description":{"value":"

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"attributes":{"powerdc":10}},"sort":225000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"bvHyCpcudXZ2bN7i","name":"Javelin (thrown)","type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"acFqo6BnGivxj5lE","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"attributes":{"powerdc":10}},"sort":250000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"acFqo6BnGivxj5lE","name":"Javelin","type":"consumable","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":5,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"kccU0cngRTiFlfLu","name":"Greataxe","type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":30,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]},{"_id":"9hY5bOuPFqGubCEw","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"86aiVMgc7XPJ1z8C","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"SHXoXJMWZywkU7aV","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"pIYHCVrKJLq0D2Jc","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"j8eiLPd8bbBYNyC1","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"bHPIk24Cq3Z5FO86","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"YyXrE0aRDWy4AtwB","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"YvaZVAmilJd26Bfq","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"3hJ5vLP7E424pEo4","name":"Handaxe","type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":287500,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]},{"_id":"uWLF3Gr976X8vd7n","name":"Handaxe (offhand)","type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":325000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]},{"_id":"CgqeiBQNhmG1B1MW","name":"Barbarian","type":"class","data":{"description":{"value":"

As a barbarian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) a greataxe or (b) any martial melee weapon
  • \n
  • (a) two handaxes or (b) any simple weapon
  • \n
  • An explorer’s pack and four javelins
  • \n
\n

Barbarian Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesRagesRage Damage
1st+2@Compendium[sw5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}, @Compendium[sw5e.classfeatures.SZbsNbaxFFGwBpNK]{Unarmored Defense}2+2
2nd+2@Compendium[sw5e.classfeatures.SCVjqRdlZ9cvHVSR]{Reckless Attack}, @Compendium[sw5e.classfeatures.vt31lWAULygEl7yk]{Danger Sense}2+2
3rd+2@Compendium[sw5e.classfeatures.TH1QAf6YNGSeBVjT]{Primal Path}3+2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}3+2
5th+3@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.Kl6zifJ5OmdHlOi2]{Fast Movement}3+2
6th+3Path feature4+2
7th+3@Compendium[sw5e.classfeatures.NlXslw4yAqmKZWtN]{Feral Instinct}4+2
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4+2
9th+4@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (1 die)}4+3
10th+4Path feature4+3
11th+4@Compendium[sw5e.classfeatures.FqfmbPgxiyrWzhYk]{Relentless Rage}4+3
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+3
13th+5@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (2 dice)}5+3
14th+5Path feature5+3
15th+5@Compendium[sw5e.classfeatures.l8tUhZ5Pecm9wz7I]{Persistent Rage}5+3
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+4
17th+6@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (3 dice)}6+4
18th+6@Compendium[sw5e.classfeatures.Q1exex5ALteprrPo]{Indomitable Might}6+4
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}6+4
20th+6@Compendium[sw5e.classfeatures.jVU4AgqfrFaqgXns]{Primal Champion}Unlimited+4
\n

Primal Paths

\n

Path of the Berserker

\n

For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

\n

Path of the Berserker Features

\n

3rd Level: @Compendium[sw5e.classfeatures.CkbbAckeCtyHXEnL]{Frenzy}

\n

6th Level: @Compendium[sw5e.classfeatures.0Jgf8fYY2ExwgQpN]{Mindless Rage}

\n

10th Level: @Compendium[sw5e.classfeatures.M6VSMzVtKPhh8B0i]{Intimidating Presence}

\n

14th Level: @Compendium[sw5e.classfeatures.xzD9zlRP6dUxCtCl]{Retaliation}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":["ani","ath","itm","nat","prc","sur"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_01.jpg","effects":[]},{"_id":"vb4ylO4gijpYubVK","name":"Brave","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"lr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"You have advantage on saving throws against being frightened.","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"EEbqVNmOskEeXbAn","name":"Lucky","type":"feat","data":{"description":{"value":"

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false}},"sort":5200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]},{"_id":"mdahmK0Ttr26qhV7","name":"Naturally Stealthy","type":"feat","data":{"description":{"value":"

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Lightfoot","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5300000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]},{"_id":"XUuKHz75EISEhNjB","name":"Halfling Nimbleness","type":"feat","data":{"description":{"value":"

You can move through the space of any creature that is of a size larger than yours.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5400000,"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"DPsowmMZwV6S2dpt","name":"Halfling","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your halfling character has a number of traits in common with all other halflings.

\n

Ability Score Increase. Your Dexterity score increases by 2.

\n

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

\n

Alignment. Most halflings are lawful good. As a rule, they are good-­hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

\n

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Lucky. @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Brave. @Compendium[sw5e.races.7Yoo9hG0hfPSmBoC]{Brave} You have advantage on saving throws against being frightened.

\n
\n
\n
\n
\n
\n
\n

Halfling Nimbleness. @Compendium[sw5e.races.PqxZgcJzp1VVgP8t]{Halfling Nimbleness} You can move through the space of any creature that is of a size larger than yours.

\n

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":4875000,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-2.jpg","effects":[]},{"_id":"1Vk6iVodEGrj12vH","name":"Lightfoot","type":"feat","data":{"description":{"value":"
\n
\n
\n

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.

\n \n

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

\n

Ability Score Increase. Your Charisma score increases by 1.

\n

Naturally Stealthy. @Compendium[sw5e.races.GWPjKFeIthBBeCFJ]{Naturally Stealthy} You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false}},"sort":4987500,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]}],"effects":[]} -{"_id":"9ICdqUHFaeTzuIr8","name":"Perrin (Halfling Monk)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":1,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"con":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":15,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":11,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":15,"min":0},"hp":{"value":9,"min":0,"max":9,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft"},"powercasting":"int","death":{"success":0,"failure":0},"encumbrance":{"value":81.3,"max":120,"pct":67.75,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":11},"details":{"biography":{"value":"

A devoted student of his local monastery, Perrin has been tasked with bringing balance to the surrounding lands.

\n

 

\n
\n

Actor artwork provided by Forgotten Adventures

\n
","public":""},"alignment":"True Neutral","race":"Lightfoot Halfling","background":"Priest","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Advantage against being frightenned"},"senses":"","languages":{"value":["common","celestial","draconic","halfling"],"custom":""},"weaponProf":{"value":["sim"],"custom":"Shortswords"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":["art"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":-1,"passive":11,"prof":2,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"rel":{"value":1,"ability":"int","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":true,"lr":true,"label":"Ki"},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":198438,"flags":{"sw5e":{"halflingLucky":true}},"img":"systems/sw5e/tokens/heroes/MonkStaff.png","token":{"flags":{},"name":"Perrin","displayName":30,"img":"systems/sw5e/tokens/heroes/MonkStaff.png","tint":"","width":1,"height":1,"scale":0.8,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":5,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"9ICdqUHFaeTzuIr8","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"VRfLlwRpZfniHSka","name":"Monk","type":"class","data":{"description":{"value":"

As a monk, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

\n

Equipment

\n

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

\n
    \n
  • (a) a shortsword or (b) any simple weapon
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 darts
  • \n
\n

Monk Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4@Compendium[sw5e.classfeatures.UAvV7N7T4zJhxdfI]{Unarmored Defense}, @Compendium[sw5e.classfeatures.l50hjTxO2r0iecKw]{Martial Arts}
2nd+21d42+10 ft.@Compendium[sw5e.classfeatures.10b6z2W1txNkrGP7]{Ki}, @Compendium[sw5e.classfeatures.7vSrGc0MP5Vzm9Ac]{Unarmored Movement}
3rd+21d43+10 ft.@Compendium[sw5e.classfeatures.rtpQdX77dYWbDIOH]{Monastic Tradition}, @Compendium[sw5e.classfeatures.mzweVbnsJPQiVkAe]{Deflect Missiles}
4th+21d44+10 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.KQz9bqxVkXjDl8gK]{Slow Fall}
5th+31d65+10 ft.@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.pvRc6GAu1ok6zihC]{Stunning Strike}
6th+31d66+15 ft.\n

@Compendium[sw5e.classfeatures.7flZKruSSu6dHg6D]{Ki-Empowered Strikes},

\n

Monastic Tradition feature

\n
7th+31d67+15 ft.@Compendium[sw5e.classfeatures.a4P4DNMmH8CqSNkC]{Evasion}, @Compendium[sw5e.classfeatures.ZmC31XKS4YNENnoc]{Stillness of Mind}
8th+31d68+15 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.@Compendium[sw5e.classfeatures.bqWA7t9pDELbNRkp]{Purity of Body}
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+51d813+20 ft.@Compendium[sw5e.classfeatures.XjuGBeB8Y0C3A5D4]{Tongue of the Sun and Moon}
14th+51d814+25 ft.@Compendium[sw5e.classfeatures.7D2EkLdISwShEDlN]{Diamond Soul}
15th+51d815+25 ft.@Compendium[sw5e.classfeatures.gDH8PMrKvLHaNmEI]{Timeless Body}
16th+51d816+25 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+61d1017+25 ft.Monastic Tradition feature
18th+61d1018+30 ft.@Compendium[sw5e.classfeatures.3jwFt3hSqDswBlOH]{Empty Body}
19th+61d1019+30 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+61d1020+30 ft.@Compendium[sw5e.classfeatures.mQNPg89YIs7g5tG4]{Perfect Self}
\n

Monastic Traditions

\n

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

\n

Way of the Open Hand

\n

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

\n

Way of the Open Hand Features

\n

3rd Level: @Compendium[sw5e.classfeatures.iQxLNydNLlCHNKbp]{Open Hand Technique}

\n

6th Level: @Compendium[sw5e.classfeatures.Q7mOdk4b1lgjcptF]{Wholeness of Body}

\n

11th Level: @Compendium[sw5e.classfeatures.rBDZLatuoolT2FUW]{Tranquility}

\n

17th Level: @Compendium[sw5e.classfeatures.h1gM8SH3BNRtFevE]{Quivering Palm}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"sort":4400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"6qLW8jyjlflW0aMJ","name":"Unarmored Defense (Monk)","type":"feat","data":{"description":{"value":"

Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Monk 1","recharge":{"value":null,"charged":false}},"sort":4500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"VoUsoKV2AjJqbQsL","name":"Martial Arts","type":"feat","data":{"description":{"value":"

At 1st level, your practice of martial arts gives you mastery of combat styles that use and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • \n

    You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

    \n
  • \n
  • \n

    You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

    \n
  • \n
  • \n

    When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

    \n
  • \n
\n

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Monk 1","recharge":{"value":null,"charged":false}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"iTaTqbag5cbbIV89","name":"Background: Priest","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Insight, Religion
  • \n
  • Languages: Two of your choice
  • \n
  • Equipment: A holy symbol, 5 sticks of incense, prayer book, vestments, a set of common clothes, and a pouch containing 15 gp.
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]},{"_id":"T46tnnPLPLqZD4y6","name":"Shortsword","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1000001,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"CGrcakEeW3p91uA3","name":"Dart","type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]},{"_id":"tk47HuZ9KhhG6oyE","name":"Darts","type":"consumable","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":10,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]},{"_id":"yGOuEfl6dj9SEEnz","name":"Reliquary","type":"equipment","data":{"description":{"value":"

A tiny box or other container holding a fragment of a precious relic, saint, or other historical figure that dedicated their life to walk the path of a true believer. A deity imbues the bearer of this artifact with the ability to call forth their power and in doing so spread the faith once more.

\n

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chest-red.jpg","effects":[]},{"_id":"kv2sjsn0DjC73m10","name":"Common Clothes","type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]},{"_id":"l0vkpRTijWpKpchS","name":"Vestments","type":"equipment","data":{"description":{"value":"

Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":1550000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]},{"_id":"BZHvYtMOT8o79DUP","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"xF9FAqgCFIgs9uYh","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"meouv7TcVXCuHTzN","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"QMrV3LGEMAq9rbrk","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"83igOLLYFTQt2l2h","name":"Prayer Book","type":"loot","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-red.jpg","effects":[]},{"_id":"cOYjvBsIwGnv4yTR","name":"Stick of Incense","type":"loot","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":5,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bamboo.jpg","effects":[]},{"_id":"dzXbdZiOtwvswSBp","name":"Unarmed Strike (Monk)","type":"weapon","data":{"description":{"value":"

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes

\n

• You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain monk levels, as shown in the Martial Arts column in the table below.

\n

• When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Monk LevelMartial Arts
1st - 4th1d4
5th - 10th1d6
11th - 16th1d8
17th - 20th1d10
\n

**Foundry note: Note the damage die is set to the base default of 1d4. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 77-78","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":900001,"flags":{},"img":"systems/sw5e/icons/skills/ice_10.jpg","effects":[]},{"_id":"tphiFNpeptbQBjm5","name":"Crowbar","type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]},{"_id":"w6feWChZCGt6ZolS","name":"Hammer","type":"loot","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]},{"_id":"Tk7cT2wr9WlVBPLT","name":"Piton","type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":10,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stake.jpg","effects":[]},{"_id":"Xa8diQyGckThAtTL","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"v8UvDhKdwqShRnX7","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"D7cvC9lq7qUdvoUr","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"YdZrV1HM7x0q7t99","name":"Brave","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"lr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"You have advantage on saving throws against being frightened.","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5600000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"LIB9TNHLEmuohMLn","name":"Lucky","type":"feat","data":{"description":{"value":"

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false}},"sort":5700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]},{"_id":"MEbwGBWDnCYWAcKu","name":"Naturally Stealthy","type":"feat","data":{"description":{"value":"

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Lightfoot","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5800000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]},{"_id":"1wrJ898tmYcUUj5C","name":"Halfling Nimbleness","type":"feat","data":{"description":{"value":"

You can move through the space of any creature that is of a size larger than yours.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5900000,"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"f2nWYA1kRgCTcTtR","name":"Lightfoot","type":"feat","data":{"description":{"value":"
\n
\n
\n

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.

\n \n

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

\n

Ability Score Increase. Your Charisma score increases by 1.

\n

Naturally Stealthy. @Compendium[sw5e.races.GWPjKFeIthBBeCFJ]{Naturally Stealthy} You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false}},"sort":5525000,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"KROifaAhldMdTVyB","name":"Halfling","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your halfling character has a number of traits in common with all other halflings.

\n

Ability Score Increase. Your Dexterity score increases by 2.

\n

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

\n

Alignment. Most halflings are lawful good. As a rule, they are good-­hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

\n

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Lucky. @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Brave. @Compendium[sw5e.races.7Yoo9hG0hfPSmBoC]{Brave} You have advantage on saving throws against being frightened.

\n
\n
\n
\n
\n
\n
\n

Halfling Nimbleness. @Compendium[sw5e.races.PqxZgcJzp1VVgP8t]{Halfling Nimbleness} You can move through the space of any creature that is of a size larger than yours.

\n

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":5450000,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-2.jpg","effects":[]}],"effects":[]} -{"_id":"BnukfoG210lqJ9a2","name":"Beiro (Half-Elf Bard)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"con":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13}},"attributes":{"ac":{"value":14,"min":0},"hp":{"value":10,"min":0,"max":10,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"cha","death":{"success":0,"failure":0},"encumbrance":{"value":87.4,"max":120,"pct":72.83333333333333,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Beiro was a famed entertainer at his local tavern, when he one day ran out of stories to tell. To solve this, he set out to make his own stories, so as to one day tell them again at his tavern.

\n

 

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Chaotic Neutral","race":"Half Elf","background":"Musician","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Magic can't put you to sleep; Advantage on saving throws against being charmed"},"senses":"Darkvision 60 feet","languages":{"value":["common","elvish","gnomish"],"custom":""},"weaponProf":{"value":["sim"],"custom":"Hand Crossbows; Longswords; Rapiers; Shortswords"},"armorProf":{"value":["lgt"],"custom":""},"toolProf":{"value":[],"custom":"Flute; Lyre; Drums; Lute"},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"his":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"rel":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"slt":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":2,"override":null,"max":2},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":175000,"flags":{},"img":"systems/sw5e/tokens/heroes/BardLute.png","token":{"flags":{},"name":"Beiro","displayName":30,"img":"systems/sw5e/tokens/heroes/BardLute.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"BnukfoG210lqJ9a2","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"66SkRt2mqOrVkiON","name":"Background: Musician","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Acrobatics, Performance
  • \n
  • Tool Proficiencies: Disguise kit, one type of musical instrument
  • \n
  • Equipment: A musical instrument, a note from an admirer, and a pouch containing 15 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]},{"_id":"zNnu2dhXerZJ0K39","name":"Bardic Inspiration","type":"feat","data":{"description":{"value":"

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). 

\n

You regain any expended uses when you finish a long rest. 

\n

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

\n

**Foundry note: Note the Other Formula is set to the base default of 1d6 and limited uses is set to the minimum of 1. Additionally, recovery is set to long rest (for levels before @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration} is gained). Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 53","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"lr","type":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Bard 1","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"iWdMYgNBkGiajzc4","name":"Musical Instrument: Lute","type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":35,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]},{"_id":"2Ejl2ovEUJg7swzL","name":"Musical Instrument: Flute","type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]},{"_id":"TM6CyNpWtV8f0KAw","name":"Chest","type":"backpack","data":{"description":{"value":"

A chest holds 12 cubic feet or 300 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":300,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/chest-dark.jpg","effects":[]},{"_id":"Cj6MP46nIu5amhsZ","name":"Map or Scroll Case","type":"backpack","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":2,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/briefcase.jpg","effects":[]},{"_id":"jNOSoW0La7Bk4vXk","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"NjSGXfLGqF3ZRlGk","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"mTNjAEl1w1zwR5BT","name":"Disguise Kit","type":"tool","data":{"description":{"value":"

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cowl.jpg","effects":[]},{"_id":"DPTz84c6sWcBSuQg","name":"Dagger","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"vRbfWjO0wkfi2EUS","name":"Rapier","type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"QeJyd2v24zGDwXbq","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"N3Ya1Qmpj8fmK8eU","name":"Costume Clothes","type":"equipment","data":{"description":{"value":"

A complete costume usually used by performers and artists in all manner of entertainment halls or for those that simply refuse to get out of character.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-pink.jpg","effects":[]},{"_id":"OoQ9lTEooaOlQQaV","name":"Fine Clothes","type":"equipment","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]},{"_id":"wvxh8eOWg3RAJFoH","name":"Oil Flask","type":"consumable","data":{"description":{"value":"

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.

\n

On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

\n

If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":2,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]},{"_id":"RXlNK5wqC22ZojbN","name":"Lamp","type":"consumable","data":{"description":{"value":"

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":45,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lamp.jpg","effects":[]},{"_id":"6JFzrzKtJyhU12xi","name":"Musical Instrument: Drum","type":"tool","data":{"description":{"value":"

A drum, of any variety, to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":6,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/drum.jpg","effects":[]},{"_id":"8pii9UucawKvfDsM","name":"Ink Pen","type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red.jpg","effects":[]},{"_id":"9vSJX7VXZLXkXLVs","name":"Ink Bottle","type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]},{"_id":"VWdmspSsWBrQ85hx","name":"Paper","type":"loot","data":{"description":{"value":"

A single sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":5,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/paper.jpg","effects":[]},{"_id":"MgZvqEEt5jUtHG5d","name":"Perfume","type":"loot","data":{"description":{"value":"

A vial of aromatic perfume.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-2.jpg","effects":[]},{"_id":"833SKFj28K9Jzhzf","name":"Soap","type":"loot","data":{"description":{"value":"

Used to clean and wash.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/soap.jpg","effects":[]},{"_id":"80Gaz3MRLsMImA2r","name":"Sealing Wax","type":"loot","data":{"description":{"value":"

A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/candle-melted.jpg","effects":[]},{"_id":"hEUrELgWXKAaJOZ9","name":"Light","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"KetraWCseV9yIycQ","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"nsCHxtON5ZkzjLsT","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"xgbCmlnGyxeoPgVh","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]},{"_id":"cCU43lTu78gtSj0H","name":"Heroism","type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Powercasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining tempora⁠ry hit point⁠s from this power.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-2.jpg","effects":[]},{"_id":"5tez50g1xWPPfqA8","name":"Hideous Laughter","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this power affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Tiny tarts and a feather that is waved in the air","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"pEDdh0i2HBhReeuU","name":"Love Letter","type":"loot","data":{"description":{"value":"

A love letter sent by an admirer.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-cursed.jpg","effects":[]},{"_id":"IUsB73tFTMjgMbFv","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"z5AuTPscfqCMs9Qt","name":"Bard","type":"class","data":{"description":{"value":"

As a bard, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

\n

Equipment

\n

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

\n
    \n
  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • \n
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • \n
  • (a) a lute or (b) any other musical instrument
  • \n
  • Leather armor and a dagger
  • \n
\n

Bard Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.u4NLajXETJhJU31v]{Powercasting}, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d6)}
2nd+2@Compendium[sw5e.classfeatures.ezWijmCnlnQ9ZRX2]{Jack of All Trades}, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d6)}
3rd+2@Compendium[sw5e.classfeatures.ILhzFHiRrqgQ9dFJ]{Bard College} @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d8)}, @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration}
6th+3@Compendium[sw5e.classfeatures.SEJmsjkEhdAZ90ki]{Countercharm}, Bard College feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d8)}
10th+4@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d10)}, @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}, @Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
11th+46th Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power, Slot@Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d10)}
14th+5@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}, Bard College feature
15th+58th Level Power Slot, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d12)}
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d12)}
18th+6@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.GBYN5rH4nh1ocRlY]{Superior Inspiration}
\n

Bard Colleges

\n

College of Lore

\n

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences powerbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

\n

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

\n

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

\n

College of Lore Features

\n

3rd Level: @Compendium[sw5e.classfeatures.e9ytGikyLFgwZ5wi]{Bonus Proficiencies} @Compendium[sw5e.classfeatures.5zPmHPQUne7RDfaU]{Cutting Words}

\n

6th Level: @Compendium[sw5e.classfeatures.myBu3zi5eYvQIcuy]{Additional Magical Secrets}

\n

14th Level: @Compendium[sw5e.classfeatures.pquwueEMweRhiWaq]{Peerless Skill}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]},{"_id":"MX29mr6A5oqePYyF","name":"Powercasting (Bard)","type":"feat","data":{"description":{"value":"

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your powers are part of your vast repertoire, magic that you can tune to different situations.

\n

Cantrips

\n

You know two cantrips of your choice from the bard power list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

\n

Power Slots

\n

The Bard table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

For example, if you know the 1st-level power cure wounds and have a 1st-level and a 2nd-level power slot available, you can cast cure wounds using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know four 1st-level powers of your choice from the bard power list.

\n

The Powers Known column of the Bard table shows when you learn more bard powers of your choice. Each of these powers must be of a level for which you have power slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

\n

Additionally, when you gain a level in this class, you can choose one of the bard powers you know and replace it with another power from the bard power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st242--------
2nd253--------
3rd2642-------
4th3743-------
5th38432------
6th39433------
7th3104331-----
8th3114332-----
9th31243331----
10th41443332----
11th415433321---
12th415433321---
13th4164333211--
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20th422433332211
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your bard powers. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Ritual Casting

\n

You can cast any bard power you know as a ritual if that power has the ritual tag.

\n

Powercasting Focus

\n

You can use a musical instrument (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your bard powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Bard 1","recharge":{"value":null,"charged":false}},"sort":-100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_29.jpg","effects":[]},{"_id":"AtTEyddbePRRDUtT","name":"Fey Ancestry","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

","chat":"","unidentified":""},"source":"PHB pg. 23, 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Elf, Half-Elf","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"qK44BbnaFcoZMhDn","name":"Half-Elf","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your half-­elf character has some qualities in common with elves and some that are unique to half-­elves.

\n

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

\n

Age. Half-­elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

\n

Alignment. Half-­elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

\n
\n
\n
\n

Size. Half-­elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

Skill Versatility. You gain proficiency in two skills of your choice.

\n

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

\n
\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-2.jpg","effects":[]}],"effects":[]} -{"_id":"DRjR5iu9lpaIGOhp","name":"Sefris (Half-Elf Warlock)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":8,"proficient":1,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0,"dc":9},"cha":{"value":17,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13}},"attributes":{"ac":{"value":13,"min":0},"hp":{"value":10,"min":0,"max":10,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"cha","death":{"success":0,"failure":0},"encumbrance":{"value":89.8,"max":180,"pct":49.888888888888886,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Sefris's pickpocketing as a child grew into small burglaries and eventually complex heists, using the dark bond with his fiend to aid his exploits. He'll work for anyone who can throw some coin his way.

\n

 

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Chaotic Neutral","race":"Half-elf","background":"Burglar","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Magical Sleep; Advantage on saving throws against charms"},"senses":"Darkvision 60 feet","languages":{"value":["common","deep","elvish"],"custom":""},"weaponProf":{"value":["sim"],"custom":""},"armorProf":{"value":["lgt"],"custom":""},"toolProf":{"value":["game","thief"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"arc":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"his":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"nat":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"rel":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":1,"override":null,"max":1,"level":1},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":450000,"flags":{},"img":"systems/sw5e/tokens/heroes/WarlockStaff.png","token":{"flags":{},"name":"Sefris","displayName":30,"img":"systems/sw5e/tokens/heroes/WarlockStaff.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"DRjR5iu9lpaIGOhp","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"ARnFQMtJ9j0GCjIR","name":"Background: Burglar","type":"feat","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies: Deception, Stealth

    \n
  • \n
  • \n

    Tool Proficiencies: One type of gaming set, thieves' tools

    \n
  • \n
  • \n

    Equipment: A crowbar, hooded common clothes, thieves' tools, and a belt pouch containing 15 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":2700001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]},{"_id":"AG848KGL5LEw4Oyc","name":"Warlock","type":"class","data":{"description":{"value":"

As a warlock, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • \n
  • Leather armor, any simple weapon, and two daggers
  • \n
\n

Warlock Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesInvocations Known
1st+2@Compendium[sw5e.classfeatures.jTXHaK0vvT5DV3uO]{Otherworldly Patron}, @Compendium[sw5e.classfeatures.x6IJZwr6f0SGral7]{Pact Magic}̶
2nd+2@Compendium[sw5e.classfeatures.8MlxM2nEfE3Q0EVk]{Eldritch Invocations}2
3rd+2@Compendium[sw5e.classfeatures.QwgfIpCN8VWfoUtX]{Pact Boon}2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}2
5th+33rd Level Powers, +1 Invocation3
6th+3Otherworldly Patron feature3
7th+34th Level Powers, +1 Invocation4
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4
9th+45th Level Powers, +1 Invocation5
10th+4Otherworldly Patron feature5
11th+4@Compendium[sw5e.classfeatures.zB77V8BcCJvWVxck]{Mystic Arcanum (6th-Level Power)}5
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement},  +1 Invocation6
13th+5@Compendium[sw5e.classfeatures.HBn6FXLz7Eiudz0V]{Mystic Arcanum (7th-Level Power)}6
14th+5Otherworldly Patron feature6
15th+5@Compendium[sw5e.classfeatures.knDZR4l4QfLTKinm]{Mystic Arcanum (8th-Level Power)}, +1 Invocation7
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}7
17th+6@Compendium[sw5e.classfeatures.vMxJQEKeK6WwZFaF]{Mystic Arcanum (9th-Level Power)}7
18th+6+1 Invocation8
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}8
20th+6@Compendium[sw5e.classfeatures.0C04rwyvoknvFYiy]{Eldritch Master}8
\n
\n

Your Pact Boon

\n

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

\n

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.

\n

Pact of the Blade. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.

\n

Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding powers of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

\n
\n

Otherworldly Patrons

\n

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

\n

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

\n

The Fiend

\n

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

\n

The Fiend Features

\n

1st Level: @Compendium[sw5e.classfeatures.4IHsIcBhAVDt8QjY]{Expanded Power List} @Compendium[sw5e.classfeatures.Jv0zu4BtUi8bFCqJ]{Dark One's Blessing }

\n

6th Level: @Compendium[sw5e.classfeatures.OQSb0bO1yDI4aiMx]{Dark One's Own Luck}

\n

10th Level: @Compendium[sw5e.classfeatures.9UZ2WjUF2k58CQug]{Fiendish Resilience}

\n

14th Level: @Compendium[sw5e.classfeatures.aCUmlnHlUPHS0rdu]{Hurl Through Hell}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","his","itm","inv","nat","rel"],"value":[]},"powercasting":"pact","damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/skills/violet_21.jpg","effects":[]},{"_id":"JwVOjcZIuT5bX0fn","name":"Otherworldly Patron","type":"feat","data":{"description":{"value":"

At 1st level, you have struck a bargain with an otherworldly being, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":"PHB pg. 107, 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Warlock 1","recharge":{"value":null,"charged":false}},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/affliction_05.jpg","effects":[]},{"_id":"hul0OIdmGyNn0Tae","name":"Pact Magic","type":"feat","data":{"description":{"value":"

Your arcane research and the magic bestowed on you by your patron have given you facility with powers.

\n

Cantrips

\n

You know two cantrips of your choice from the warlock power list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n

Power Slots

\n

The Warlock table shows how many power slots you have. The table also shows what the level of those slots is; all of your power slots are the same level. To cast one of your warlock powers of 1st level or higher, you must expend a power slot. You regain all expended power slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level power slots. To cast the 1st-level power thunderwave, you must spend one of those slots, and you cast it as a 3rd-level power.

\n

Powers Known of 1st Level and Higher

\n

At 1st level, you know two 1st-level powers of your choice from the warlock power list.

\n

The Powers Known column of the Warlock table shows when you learn more warlock powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock power, which can be 1st, 2nd, or 3rd level.

\n

Additionally, when you gain a level in this class, you can choose one of the warlock powers you know and replace it with another power from the warlock power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers KnownPower SlotsSlot Level
1st2211st
2nd2321st
3rd2422nd
4th3522nd
5th3623rd
6th3723rd
7th3824th
8th3924th
9th31025th
10th41025th
11th41135th
12th41135th
13th41235th
14th41235th
15th41335th
16th41335th
17th41445th
18th41445th
19th41545th
20th41545th
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your warlock powers, so you use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your warlock powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Warlock 1","recharge":{"value":null,"charged":false}},"sort":2500001,"flags":{},"img":"systems/sw5e/icons/skills/blood_03.jpg","effects":[]},{"_id":"HXTb7dvjjK5M3wmx","name":"Dark One's Blessing ","type":"feat","data":{"description":{"value":"

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod + @classes.warlock.levels","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/skills/affliction_10.jpg","effects":[]},{"_id":"s6ksFNAiSR2Wy20f","name":"Expanded Power List","type":"feat","data":{"description":{"value":"

The Fiend lets you choose from an expanded list of powers when you learn a warlock power. The following powers are added to the warlock power list for you.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Fiend Expanded Powers
Power LevelPowers
1st@Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands}, @Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command}
2nd@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}, @Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray}
3rd@Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}, @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}
4th@Compendium[sw5e.powers.avD5XUtkBPQQR97c]{Fire Shield}, @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}
5th@Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}, @Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow}
","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_40.jpg","effects":[]},{"_id":"TasoirE9YwlLBF2d","name":"Eldritch Blast","type":"power","data":{"description":{"value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 force damage.

\n

The power creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-eerie-1.jpg","effects":[]},{"_id":"L0LN4PLWZtWTziVK","name":"Chill Touch","type":"power","data":{"description":{"value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged power attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

\n

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-1.jpg","effects":[]},{"_id":"GID7pVSdUUakEfMC","name":"Burning Hands","type":"power","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-2.jpg","effects":[]},{"_id":"edRYqi4qmOrH3Etw","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"tFWyqoQOTGy2tjVQ","name":"Dagger","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":1750001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"gWG0z1fZ1Wh5v4ox","name":"Component Pouch","type":"consumable","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/satchel-leather.jpg","effects":[]},{"_id":"PWzpA5cBPJN2ObHr","name":"Light Crossbow","type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"YhC9uJKyuxTPMNGB","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":true},"sort":1650001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]},{"_id":"EJBzJl2NdChAdgPp","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"CFNsSpQESXydoWIT","name":"Common Clothes","type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]},{"_id":"YhC9uJKyuxTPMNGB","name":"Crossbow Bolt","type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.075,"price":0.02,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"cGloc8QtriPCqkot","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"AunuAQWZl4OW6XhY","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"RbVPCEnvRQRNgalQ","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"Jh3ztSfsO2aMdRCh","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"khqYCCRBDGI6hyPp","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"VPbIxZbUa0Yu83OH","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"jWmSizyaQYCgP2q6","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"QMOVCtfUZ45nbquO","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"Kcl8IOHaqoKSvw5O","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"MtiO1knQLL5GNGlA","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"jCesM4Kt02PWF6W5","name":"Thieves’ Tools","type":"tool","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lockpick.jpg","effects":[]},{"_id":"n4y54n9b3KkJdhLL","name":"Crowbar","type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]},{"_id":"IBBEAAhVb5tWL0sz","name":"Fey Ancestry","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

","chat":"","unidentified":""},"source":"PHB pg. 23, 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Elf, Half-Elf","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":2900001,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"N86N6wcMkknG99ZF","name":"Half-Elf","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your half-­elf character has some qualities in common with elves and some that are unique to half-­elves.

\n

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

\n

Age. Half-­elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

\n

Alignment. Half-­elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

\n
\n
\n
\n

Size. Half-­elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

Skill Versatility. You gain proficiency in two skills of your choice.

\n

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

\n
\n
\n
\n
\n
\n
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Randal worked his way through the ranks of his hometown's guard, ultimately growing restless with city life and wandering off in search of adventure.

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Actor artwork provided by Forgotten Adventures
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    \n
  • Skill Proficiencies: Athletics, Insight
  • \n
  • Languages: Two of your choice
  • \n
  • Equipment: A guard's uniform, a horn with which to summon help, and a pouch containing 10 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":4350001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"qy0pVLQWv8tjWJPR","name":"Horn","type":"tool","data":{"description":{"value":"

A horn, used to sound the alarm and call upon reinforcements in times of need.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":1,"damage":{"parts":[]},"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]},{"_id":"xhSq81g4w9vTE0nK","name":"Fighting Style: Defense","type":"feat","data":{"description":{"value":"

While you are wearing armor, you gain a +1 bonus to AC

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 85; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false}},"sort":4325001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_15.jpg","effects":[]},{"_id":"SFFL6W2FeXR94xJN","name":"Second Wind","type":"feat","data":{"description":{"value":"

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

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Prerequisite: Strength 13 or higher

\n

You've developed the skills necessary to hold your own in close-quarters grappling.

\n

You gain the following benefits:

\n
    \n
  • You have advantage on attack rolls against a creature you are grappling.
  • \n
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • \n
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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]},{"_id":"BQIFmKZfFgM3XQPq","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"ASK21hDnn53hojQo","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"ph8RkMxLvWBSgIt3","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"GUsTVResLLnqzu20","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"C47RdG1DyqBhG1aB","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"NcqTt0GXqkHxybfP","name":"Handaxe","type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"rRBxjDaj0KZoEySZ","name":"Piton","type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":10,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stake.jpg","effects":[]},{"_id":"puS6D5ZXmiKePl1F","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"JhV1pJaLZSpAt51n","name":"Fighter","type":"class","data":{"description":{"value":"

As a fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • \n
  • (a) a martial weapon and a shield or (b) two martial weapons
  • \n
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Fighter Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.nTjmWbyHweXuIqwc]{Second Wind}
2nd+2@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge}
3rd+2@Compendium[sw5e.classfeatures.ax8M0X0q1GGWM26j]{Martial Archetype}
4th+2@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
7th+3Martial Archetype feature
8th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
9th+4@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable}
10th+4Martial Archetype feature
11th+4@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (2)}
12th+4@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
13th+5@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (2 uses)}
14th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
15th+5Martial Archetype feature
16th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
17th+6@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge (2 uses)}, @Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (3 uses)}
18th+6Martial Archetype feature
19th+6@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (3)}
\n

Martial Archetypes

\n

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

\n

Champion

\n

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

\n

Champion Features

\n

3rd Level: @Compendium[sw5e.classfeatures.YgLQV1O849wE5TgM]{Improved Critical}

\n

7th Level: @Compendium[sw5e.classfeatures.dHu1yzIjD38BvGGd]{Remarkable Athlete}

\n

10th Level: @Compendium[sw5e.classfeatures.kYJsED0rqqqUcgKz]{Additional Fighting Style}

\n

15th Level: @Compendium[sw5e.classfeatures.aVKH6TLn1AG9hPSA]{Superior Critical}

\n

18th Level: @Compendium[sw5e.classfeatures.ipG5yx1tRNmeJfSH]{Survivor}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ani","ath","his","ins","itm","prc","sur"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/gray_08.jpg","effects":[]},{"_id":"gxGtzolLrAw1A3or","name":"Crowbar","type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]},{"_id":"FZMxHGzQLRylEPyZ","name":"Human","type":"feat","data":{"description":{"value":"
\n
\n
\n

It’s hard to make generalizations about humans, but your human character has these traits.

\n

Ability Score Increase. Your ability scores each increase by 1.

\n

Age. Humans reach adulthood in their late teens and live less than a century.

\n

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

\n

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 31","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]}],"effects":[]} -{"_id":"LuYrjmwra2ER4Fbi","name":"Aoth (Human Druid)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":9,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":15,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":14,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"cha":{"value":11,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":12,"min":0},"hp":{"value":10,"min":0,"max":10,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"wis","death":{"success":0,"failure":0},"encumbrance":{"value":87.1,"max":135,"pct":64.51851851851852,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Aoth lived among animals for so long that he now has difficulty speaking Common. His natural habitat in danger, he decided to join an adventuring group to return balance to his land.

\n

 

\n
Actor artwork provided by Forgotten Adventures
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A small bell for you to ring.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bell_brass.jpg","effects":[]},{"_id":"L8hf4HtRF3hpT14e","name":"Background: Recluse","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Medicine, Religion
  • \n
  • Tool Proficiencies: Herbalism kit
  • \n
  • Languages: One of your choice
  • \n
  • Equipment: A scroll case, a blanket, common clothes, an herbalism kit, and 5 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]},{"_id":"DPlMjhbZkmNVJrdZ","name":"Blanket","type":"loot","data":{"description":{"value":"

A sheet of blanket to keep you warm at night.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-green.jpg","effects":[]},{"_id":"VaSicu4OB2Rb5IiV","name":"Scroll Case","type":"backpack","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/briefcase.jpg","effects":[]},{"_id":"J0Xm66dc67W3H40l","name":"Common Clothes","type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]},{"_id":"FX6PgZoih5lbqGur","name":"Herbalism Kit","type":"tool","data":{"description":{"value":"

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herbalism-kit.jpg","effects":[]},{"_id":"EkVpvgSVXUJJd8sz","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"wQlDyAuPxNVwsaeL","name":"Quarterstaff","type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]},{"_id":"efIjMSXJeGHp7JJ2","name":"Club","type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]},{"_id":"xJflRtfyMlGqXJ46","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"Hp6fcWigyhEDAvdY","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"aS5auFMrz8JmQHHd","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"zCMTkV6VLX6SvAKM","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"HIHSYXIcwD6EC0un","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"XY4wR1kxV1nFNLE4","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"28aUiwSg7wlTjZLE","name":"Druidcraft","type":"power","data":{"description":{"value":"

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

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"I0lMMSyrXd6BnHzn","name":"Shillelagh","type":"power","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-jade-1.jpg","effects":[]},{"_id":"cgrUf9R7qzjGJiKz","name":"Animal Friendship","type":"power","data":{"description":{"value":"

This power lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power's duration. If you or one of your companions harms the target, the power ends.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-2.jpg","effects":[]},{"_id":"G1NUYiRzbONM8JY3","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"d5GfeWbhbQjxaebc","name":"Create or Destroy Water","type":"power","data":{"description":{"value":"

You either create or destroy water.

\n

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

\n

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-2.jpg","effects":[]},{"_id":"Jm7NmryByjSIJv1R","name":"Cure Wounds","type":"power","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"XSHrt4ZiaxGfQNLC","name":"Detect Magic","type":"power","data":{"description":{"value":"

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

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

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

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-2.jpg","effects":[]},{"_id":"ItDBRSum0kOrmztx","name":"Entangle","type":"power","data":{"description":{"value":"

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

\n

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

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"svLywIriFEl67tzX","name":"Faerie Fire","type":"power","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-jade-2.jpg","effects":[]},{"_id":"xVl92wpbBSI4OAYC","name":"Fog Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-2.jpg","effects":[]},{"_id":"vovqPUlFNdiGdrHU","name":"Goodberry","type":"power","data":{"description":{"value":"

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this power.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A spring of mistletoe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-1.jpg","effects":[]},{"_id":"RZ4SraHCh0WOjavT","name":"Healing Word","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"yNSNY4JCAxd5ZYj2","name":"Jump","type":"power","data":{"description":{"value":"

You touch a creature. The creature's jump distance is tripled until the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A grasshopper's hind leg","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-2.jpg","effects":[]},{"_id":"4HiyhUzYaVeGgs5X","name":"Longstrider","type":"power","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-1.jpg","effects":[]},{"_id":"u3shlNW6ZPjKHl8i","name":"Purify Food and Drink","type":"power","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-1.jpg","effects":[]},{"_id":"UCzxOu2UUZG3OiMl","name":"Speak with Animals","type":"power","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]},{"_id":"fRvlrHvqC1A5G5kA","name":"Thunderwave","type":"power","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"p3oldMqy5WWQCmuB","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"u900dGnBWSbjqrjP","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"oCWYgwSdqWcnR3vg","name":"Druid","type":"class","data":{"description":{"value":"

As a druid, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a wooden shield or (b) any simple weapon
  • \n
  • (a) a scimitar or (b) any simple melee weapon
  • \n
  • Leather armor, an explorer’s pack, and a druidic focus
  • \n
\n

Druid Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.LzJ5ayHt0OlSVGxi]{Druidic}, @Compendium[sw5e.classfeatures.i6tPm3FNK13Ftc9v]{Powercasting}
2nd+2@Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape (Max CR 1/4)}, @Compendium[sw5e.classfeatures.u6Du2P9s81SWuGbi]{Druid Circle}
3rd+22nd Level Power Slot
4th+2@Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape (Max CR 1/2)}, @Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+33rd Level Power Slot
6th+3Druid Circle feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape (Max CR 1)}, @Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot
10th+4Druid Circle feature
11th+46th Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power Slot
14th+5Druid Circle feature
15th+58th Level Power Slot
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot
18th+6@Compendium[sw5e.classfeatures.cVDEQo0ow1WJT7Wl]{Timeless Body}, @Compendium[sw5e.classfeatures.xvgPu1O57DgXCM86]{Beast Powers}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.ip4bvmGoz3qkoqes]{Archdruid}
\n

Sacred Plants and Wood

\n

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

\n

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

\n

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

\n

Druids and the Gods

\n

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in @Compendium[srd-rules.srd-rules.2JNtWRo7wMq08bXn]{appendix PH-B} include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. 

\n

Druid Circles

\n

Circle of the Land

\n

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

\n

Circle of the Land Features

\n

2nd Level: @Compendium[sw5e.classfeatures.lT8GsPOPgRzDC3QJ]{Bonus Cantrip} @Compendium[sw5e.classfeatures.wKdRtFsvGfMKQHLY]{Natural Recovery}

\n

3rd, 5th, 7th, 9th Level: @Compendium[sw5e.classfeatures.YiK59gWSlcQ6Mbdz]{Circle Powers}

\n

6th Level: @Compendium[sw5e.classfeatures.3FB25qKxmkmxcxuC]{Land's Stride (Circle of the Land)}

\n

10th Level: @Compendium[sw5e.classfeatures.OTvrJSJSUgAwXrWX]{Nature's Ward}

\n

14th Level: @Compendium[sw5e.classfeatures.EuX1kJNIw1F68yus]{Nature's Sanctuary}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","ani","ins","med","nat","prc","rel","sur"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"ase8bS7TFIu2A5G7","name":"Powercasting (Druid)","type":"feat","data":{"description":{"value":"

Drawing on the divine essence of nature itself, you can cast powers to shape that essence to your will.

\n

Cantrips

\n

At 1st level, you know two cantrips of your choice from the druid power list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

\n

Preparing and Casting Powers

\n

The Druid table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these druid powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

You prepare the list of druid powers that are available for you to cast, choosing from the druid power list. When you do so, choose a number of druid powers equal to your Wisdom modifier + your druid level (minimum of one power). The powers must be of a level for which you have power slots.

\n

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level power slots. With a Wisdom of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

\n

You can also change your list of prepared powers when you finish a long rest. Preparing a new list of druid powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known-Power Slots per Power Level-
1st2nd3rd4th5th6th7th8th9th
1st22--------
2nd23--------
3rd242-------
4th343-------
5th3432------
6th3433------
7th34331-----
8th34332-----
9th343331----
10th443332----
11th4433321---
12th4433321---
13th44333211--
14th44333211--
15th443332111-
16th443332111-
17th4433321111
18th4433331111
19th4433332111
20th4433332211
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your druid powers, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Power attack modifier = your proficiency bonus + your Wisdom modifier

\n

Ritual Casting

\n

You can cast a druid power as a ritual if that power has the ritual tag and you have the power prepared.

\n

Powercasting Focus

\n

You can use a druidic focus (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your druid powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Druid 1","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/green_09.jpg","effects":[]},{"_id":"s9TjQ4VjDzht25O3","name":"Human","type":"feat","data":{"description":{"value":"
\n
\n
\n

It’s hard to make generalizations about humans, but your human character has these traits.

\n

Ability Score Increase. Your ability scores each increase by 1.

\n

Age. Humans reach adulthood in their late teens and live less than a century.

\n

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

\n

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 31","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]}],"effects":[]} -{"_id":"b15eyTxZX0mFpxke","name":"Akra (Dragonborn Cleric)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":16,"proficient":0,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"dex":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":15,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":9,"proficient":1,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0,"dc":9}},"attributes":{"ac":{"value":16,"min":0},"hp":{"value":9,"min":0,"max":9,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"wis","death":{"success":0,"failure":0},"encumbrance":{"value":137.70000000000002,"max":240,"pct":57.37500000000001,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":12},"details":{"biography":{"value":"

A devout follower of her deity and of her society's customs, Akra feels somewhat out of place adventuring in foreign lands. But she feels bound to do everything in her power to bring peace to the region.

\n

 

\n
Actor artwork provided by Forgotten Adventures
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Also starting at 1st level, your healing powers are more effective.

Whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Life Domain 1","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":300000,"flags":{"entityorder":{"order":130}},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]},{"_id":"Ie7NoXMja9wI6xya","name":"Background: Priest","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Insight, Religion
  • \n
  • Languages: Two of your choice
  • \n
  • Equipment: A holy symbol, 5 sticks of incense, prayer book, vestments, a set of common clothes, and a pouch containing 15 gp.
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5300000,"flags":{"entityorder":{"order":221}},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]},{"_id":"tdyV4AWuTMkXbepw","name":"Divine Domain","type":"feat","data":{"description":{"value":"

Choose one domain related to your deity, such as Life. Your choice grants you domain powers and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

\n

Domain Powers

\n

Each domain has a list of powers—its domain powers—that you gain at the cleric levels noted in the domain description. Once you gain a domain power, you always have it prepared, and it doesn’t count against the number of powers you can prepare each day.

\n

If you have a domain power that doesn’t appear on the cleric power list, the power is nonetheless a cleric power for you.

","chat":"","unidentified":""},"source":"PHB pg. 58","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Cleric 1","recharge":{"value":null,"charged":false}},"sort":250000,"flags":{"entityorder":{"order":213},"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.6.5","systemVersion":0.94}},"img":"systems/sw5e/icons/skills/blue_09.jpg","effects":[]},{"_id":"Ra2Z1ujre76weR0i","name":"Holy Symbol","type":"loot","data":{"description":{"value":"

This talisman serves as a powercasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":true,"rarity":"","identified":true},"sort":5500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-loop.jpg","effects":[]},{"_id":"74K6TAuSg2xzd209","name":"Stick of Incense","type":"loot","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":5,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bamboo.jpg","effects":[]},{"_id":"mRxDz7yEtvJgpJsO","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":6}}},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"4FozMXUzyFXaB3Ps","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":8}}},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"QBmv3SSCaae2xxzT","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"ehYoem9Oas5sgRUK","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":4}}},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"p9MqgEEsODUHJebP","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"3pLaAsrIUSbFeFDh","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"PzCcpWNIKilXJXMG","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"njMyrs5IpKrRqvI9","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"l46uaz805Fr9lZvU","name":"Scale Mail","type":"equipment","data":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"k2WyjZI9mN5jclTd","name":"Common Clothes","type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]},{"_id":"DNmD3z2JYmCQ203g","name":"Vestments","type":"equipment","data":{"description":{"value":"

Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]},{"_id":"uuucgo72s3ZdzGqs","name":"Shield","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]},{"_id":"eT4j7mNbZGHIUOtT","name":"Mace","type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":true},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]},{"_id":"Yb4Gsfcswu3pZnoR","name":"Crossbow Bolt","type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":19,"weight":0.075,"price":0.02,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"dRVZvSq4EXz8u5sk","name":"Light Crossbow","type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"Yb4Gsfcswu3pZnoR","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":true},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]},{"_id":"NnGvgSxLYDmJ2dQg","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]},{"_id":"uBh2T53zkVF9TAVK","name":"Sacred Flame","type":"power","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"s6BnEHmPxHUILOGY","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"3Y12TEquZ0Vahjp4","name":"Bless","type":"power","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]},{"_id":"zE8iRfvZzzkBRyNq","name":"Cure Wounds","type":"power","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 2 + @item.level","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"0aSxNKhMIZNukfYu","name":"Sanctuary","type":"power","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":12,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1750000,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"RktqEnEKCfJFX6lb","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":12,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"UtOW9aMCSRpBq7bm","name":"Create or Destroy Water","type":"power","data":{"description":{"value":"

You either create or destroy water.

\n

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

\n

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":575000,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-2.jpg","effects":[]},{"_id":"sSeKgFZ2Vy04Ylpd","name":"Bane","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":12,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-2.jpg","effects":[]},{"_id":"qDRrsexxXkGgrPwk","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"ETkAIY1M1daUtN59","name":"Detect Magic","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"pyo9tvOJwNTB1kxn","name":"Detect Poison and Disease","type":"power","data":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-2.jpg","effects":[]},{"_id":"1sm00rrZ5bvUhwxG","name":"Guiding Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]},{"_id":"SU3BfRRtmHIiHhbR","name":"Healing Word","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod + 2 + @item.level","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"EkWX2kgmkPYtVMyZ","name":"Inflict Wounds","type":"power","data":{"description":{"value":"

Make a melee power Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-2.jpg","effects":[]},{"_id":"TNxLsKRriJmXKVxa","name":"Protection from Evil and Good","type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the power consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"RP4tFwCKWdxyu6Ir","name":"Purify Food and Drink","type":"power","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-1.jpg","effects":[]},{"_id":"1qiq0PXvtZ0scBk3","name":"Shield of Faith","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"ngTZ5FkHGxsYo2Ie","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"sa2Az2SjUNScdr5T","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":7}}},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"1qgVPt1uOptTVby1","name":"Prayer Book","type":"loot","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-red.jpg","effects":[]},{"_id":"mw6IsuTGJuGu4Lb9","name":"Cleric","type":"class","data":{"description":{"value":"

As a cleric, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a mace or (b) a warhammer (if proficient)
  • \n
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
  • A shield and a holy symbol
  • \n
\n

Cleric Advancement

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

Divine Domains

\n

Life Domain

\n

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

\n

Life Domain Powers

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

Life Domain Features

\n

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

\n

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"sort":5600000,"flags":{},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]},{"_id":"yOIaJoY5w2FxPBNt","name":"Powercasting (Cleric)","type":"feat","data":{"description":{"value":"

As a conduit for divine power, you can cast cleric powers.

\n

Cantrips

\n

At 1st level, you know three cantrips of your choice from the cleric power list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

\n

Preparing and Casting Powers

\n

The Cleric table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

You prepare the list of cleric powers that are available for you to cast, choosing from the cleric power list. When you do so, choose a number of cleric powers equal to your Wisdom modifier + your cleric level (minimum of one power). The powers must be of a level for which you have power slots.

\n

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level power slots. With a Wisdom of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

\n

You can change your list of prepared powers when you finish a long rest. Preparing a new list of cleric powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your cleric powers. The power of your powers comes from your devotion to your deity. You use your Wisdom whenever a cleric power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Power attack modifier = your proficiency bonus + your Wisdom modifier

\n

Ritual Casting

\n

You can cast a cleric power as a ritual if that power has the ritual tag and you have the power prepared.

\n

Powercasting Focus

\n

You can use a holy symbol (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your cleric powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Cleric 1","recharge":{"value":null,"charged":false}},"sort":225000,"flags":{"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.6.5","systemVersion":0.94}},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]},{"_id":"0geQXeMWTg6cbDvQ","name":"Breath Weapon","type":"feat","data":{"description":{"value":"
\n

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

\n

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

\n
\n
\n
\n

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

\n

Foundry Note: Edit the Details for this feat, so that the damage type, saving throw, and area of effect match those of your Draconic Ancestry.

\n
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil((@details.level/5) + 1))d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"con"},"requirements":"Dragonborn","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"DPYl8D5QtcRVH5XX","name":"Damage Resistance","type":"feat","data":{"description":{"value":"
\n
\n
\n

You have resistance to the damage type associated with your draconic ancestry.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Dragonborn","recharge":{"value":null,"charged":false}},"sort":5900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"kJbsSe2Dht2Tc7ux","name":"Dragonborn","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

\n

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-­year-­old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

\n

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

\n

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

\n
\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)
\n

 

\n
\n
\n
\n

Breath Weapon. @Compendium[sw5e.races.KL7wx9Q8XNJQir0k]{Breath Weapon} You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

\n

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

\n
\n
\n
\n

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

\n

Damage Resistance. @Compendium[sw5e.races.XxCuhIk6hAu6rNB0]{Damage Resistance} You have resistance to the damage type associated with your draconic ancestry.

\n

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. 

\n
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","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":5850000,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-1.jpg","effects":[]}],"effects":[]} -{"_id":"bP4nmG9BUqeb5uJs","name":"Morthos (Tiefling Sorcerer)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":14,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"cha":{"value":17,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13}},"attributes":{"ac":{"value":14,"min":0},"hp":{"value":9,"min":0,"max":9,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"cha","death":{"success":0,"failure":0},"encumbrance":{"value":80.8,"max":150,"pct":53.86666666666667,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Morthos's investigation into her complex draconic-infernal ancestry led her to an academic life, but it soon became apparent that the fools in charge were keeping many secrets from her.

\n

 

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Neutral Evil","race":"Tiefling","background":"Scholar","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["fire"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Darkvision 60 feet","languages":{"value":["common","draconic","infernal"],"custom":""},"weaponProf":{"value":[],"custom":"Daggers; Darts; Slings; Quarterstaffs; Light Crossbows"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":10,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"arc":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"his":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prc":{"value":1,"ability":"wis","bonus":0,"mod":-1,"passive":11,"prof":2,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"rel":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":2,"override":null,"max":2},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":196875,"flags":{},"img":"systems/sw5e/tokens/heroes/SorcererTiefling.png","token":{"flags":{},"name":"Morthos","displayName":30,"img":"systems/sw5e/tokens/heroes/SorcererTiefling.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"bP4nmG9BUqeb5uJs","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"XQtEeia3Vy7U49Tf","name":"Sorcerer","type":"class","data":{"description":{"value":"

As a sorcerer, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Two daggers
  • \n
\n

Sorcerer Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusSorcery PointsFeatures
1st+2̶@Compendium[sw5e.classfeatures.oygRF3ZjTv2T7z0Y]{Powercasting}, @Compendium[sw5e.classfeatures.cmRCL9T9UgRYOj1c]{Sorcerous Origins}
2nd+22@Compendium[sw5e.classfeatures.LBKChJY5n02Afhnq]{Font of Magic}
3rd+232nd Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic}
4th+24@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+353rd Level Power Slot
6th+36Sorcerous Origin feature
7th+374th Level Power Slot
8th+38@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+495th Level Power Slot
10th+410@Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
11th+4116th Level Power Slot
12th+412@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+5137th Level Power Slot
14th+514Sorcerous Origin feature
15th+5158th Level Power Slot
16th+516@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+6179th Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
18th+618Sorcerous Origin feature
19th+619@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+620@Compendium[sw5e.classfeatures.F2lEKSmOY0NUruzY]{Sorcerous Restoration}
\n

Sorcerous Origins

\n

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

\n

Draconic Bloodline

\n

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

\n

Draconic Bloodline Features

\n

1st Level: @Compendium[sw5e.classfeatures.EZsonMThTNLZq35j]{Dragon Ancestor} @Compendium[sw5e.classfeatures.MW1ExvBLm8Hg82aA]{Draconic Resilience}

\n

6th Level: @Compendium[sw5e.classfeatures.x6eEZ9GUsuOcEa3G]{Elemental Affinity}

\n

14th Level: @Compendium[sw5e.classfeatures.3647zjKSE9zFwOXc]{Dragon Wings}

\n

18th Level: @Compendium[sw5e.classfeatures.Gsha4bl0apxqspFy]{Draconic Presence}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_08.jpg","effects":[]},{"_id":"ZBwVbKwDk7Ds7IEW","name":"Powercasting (Sorcerer)","type":"feat","data":{"description":{"value":"

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your powers.

\n

Cantrips

\n

At 1st level, you know four cantrips of your choice from the sorcerer power list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

\n

Power Slots

\n

The Sorcerer table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these sorcerer powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

For example, if you know the 1st-level power burning hands and have a 1st-level and a 2nd-level power slot available, you can cast burning hands using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know two 1st-level powers of your choice from the sorcerer power list.

\n

The Powers Known column of the Sorcerer table shows when you learn more sorcerer powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

\n

Additionally, when you gain a level in this class, you can choose one of the sorcerer powers you know and replace it with another power from the sorcerer power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st422--------
2nd433--------
3rd4442-------
4th5543-------
5th56432------
6th57433------
7th584331-----
8th594332-----
9th51043331----
10th61143332----
11th612433321---
12th612433321---
13th6134333211--
14th6134333211--
15th61443332111-
16th61443332111-
17th615433321111
18th615433331111
19th615433332111
20th615433332211
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your sorcerer powers, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer power you cast and when making an attack roll with one.

\n

Power save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your sorcerer powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]},{"_id":"1vy1CzR5u3C7ZMYu","name":"Sorcerous Origins","type":"feat","data":{"description":{"value":"

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false}},"sort":850000,"flags":{},"img":"systems/sw5e/icons/skills/violet_17.jpg","effects":[]},{"_id":"Bxx0wU1vKktvottW","name":"Dragon Ancestor","type":"feat","data":{"description":{"value":"

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
\n

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false}},"sort":1837500,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"YXRnHS46shcsNZn2","name":"Background: Scholar","type":"feat","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion

    \n
  • \n
  • \n

    Languages: Two of your choice

    \n
  • \n
  • \n

    Equipment: Scholar's robes, a writing kit, a book of lore, and a pouch containing 10 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":4850000,"flags":{},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]},{"_id":"sE2UBHmoGmdjE3RH","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"z4Rz6uNmckgebqsC","name":"Mending","type":"power","data":{"description":{"value":"

This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This power can physically repair a magic item or construct, but the power can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-1.jpg","effects":[]},{"_id":"Qn1pZ1wVXduOdbne","name":"Fire Bolt","type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]},{"_id":"9Mha8wmxXIOvwntc","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"UpKR47HTQGGLmULP","name":"Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

\n

You can cast this power through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn’t have to follow a straight line and can travel freely around corners or through openings.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"xQKgOPloXkoW8ts8","name":"Burning Hands","type":"power","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-2.jpg","effects":[]},{"_id":"audvJdVofcA58lXi","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]},{"_id":"4oZOGoQdZ0qipEn9","name":"Orb","type":"weapon","data":{"description":{"value":"

This spherical talisman serves as a powercasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pearl.jpg","effects":[]},{"_id":"tQKD6fqsb4Aiyy5j","name":"Dagger","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"GDbpIHMQgxUgPLdu","name":"Quarterstaff","type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]},{"_id":"xX4gm1T19sVEeJv0","name":"Robes","type":"equipment","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]},{"_id":"LivxabPcA6A9nstM","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"SeeeXZHOsXqMfaF4","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"ZchHJk0yJtegcnoD","name":"Component Pouch","type":"consumable","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/satchel-leather.jpg","effects":[]},{"_id":"tprVjkdD07yET7Dn","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"hSWX55GkqzCy2q83","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"WHdV6NGJLWgf9SXW","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"ayGuhKBGDrEn7R3b","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"js5p955d3giWX0oH","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"aPzu0l5X4uxqLor9","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"stBwmLr8AL6ZTUYM","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"6xhnm29N1HYahYOO","name":"Ink Bottle","type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]},{"_id":"NF7GrOufGmSBsfGU","name":"Ink Pen","type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red.jpg","effects":[]},{"_id":"mh4WBhTpy8fBSjg0","name":"Parchment","type":"loot","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/parchment.jpg","effects":[]},{"_id":"TkeAIaa70wEfYooB","name":"Book of Lore","type":"loot","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-orange.jpg","effects":[]},{"_id":"VXfJOqA5hOKDCVf1","name":"Small Knife","type":"loot","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"YYBeZLStzIZe92GP","name":"Draconic Resilience","type":"feat","data":{"description":{"value":"

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. 

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false}},"sort":2825000,"flags":{},"img":"systems/sw5e/icons/skills/red_20.jpg","effects":[]},{"_id":"Xfag5A38nhLBUfkr","name":"Hellish Resistance","type":"feat","data":{"description":{"value":"

You have resistance to fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 43","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Tiefling","recharge":{"value":null,"charged":false}},"sort":5150000,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]},{"_id":"xQyybuzUPke5Owuf","name":"Infernal Legacy","type":"feat","data":{"description":{"value":"

You know the @Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy} cantrip.

\n

When you reach 3rd level, you can cast the @Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke} power as a 2nd-level power once with this trait and regain the ability to do so when you finish a long rest.

\n

When you reach 5th level, you can cast the @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness} power once with this trait and regain the ability to do so when you finish a long rest. Charisma is your powercasting ability for these powers.

","chat":"","unidentified":""},"source":"PHB pg. 43","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":1,"max":1,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Tiefling","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5250000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_20.jpg","effects":[]},{"_id":"pTwtACItEzLveouu","name":"Tiefling","type":"feat","data":{"description":{"value":"
\n
\n
\n

Tieflings share certain racial traits as a result of their infernal descent.

\n

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

\n

Age. Tieflings mature at the same rate as humans but live a few years longer.

\n

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

\n

Size. Tieflings are about the same size and build as humans. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Hellish Resistance. @Compendium[sw5e.races.q71Pe1F8RRtEJt8Q]{Hellish Resistance} You have resistance to fire damage.

\n

Infernal Legacy. @Compendium[sw5e.races.wJc88B8OP1y1xzMw]{Infernal Legacy} You know the @Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy} cantrip. When you reach 3rd level, you can cast the @Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke} power as a 2nd‑level power once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness} power once with this trait and regain the ability to do so when you finish a long rest. Charisma is your powercasting ability for these powers.

\n

Languages. You can speak, read, and write Common and Infernal.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 43","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/powers/wind-red-3.jpg","effects":[]}],"effects":[]} -{"_id":"p6FusMkGMOMBTDkt","name":"Zanna (Gnome Wizard)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":15,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":17,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"wis":{"value":13,"proficient":1,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":11,"min":0},"hp":{"value":8,"min":0,"max":8,"temp":null,"tempmax":null},"init":{"value":null,"bonus":"0","mod":1,"prof":0,"total":"10"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft"},"powercasting":"int","death":{"success":0,"failure":0},"encumbrance":{"value":78.8,"max":120,"pct":65.66666666666667,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Always interested in tinkering, Zanna set out for adventure in order to find more powers for her powerbook, and perhaps one day create some of her own.

\n

 

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Chaotic Good","race":"Rock Gnome","background":"Scholar","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Darkvision 60 feet","languages":{"value":["common","dwarvish","giant","gnomish"],"custom":""},"weaponProf":{"value":[],"custom":"Daggers; Darts; Slings; Quarterstaffs; Light Crossbows"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":"Tinkerer's Tools"},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":10,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"arc":{"value":1,"ability":"int","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"his":{"value":1,"ability":"int","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"med":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"rel":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":2,"override":null,"max":2},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":700000,"flags":{"exportSource":{"world":"fresh","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/tokens/heroes/WizardTome.png","token":{"flags":{},"name":"Zanna","displayName":30,"img":"systems/sw5e/tokens/heroes/WizardTome.png","tint":"","width":1,"height":1,"scale":0.7,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"p6FusMkGMOMBTDkt","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"C4l8C6wVfQABKmv3","name":"Arcane Recovery","type":"feat","data":{"description":{"value":"

You have learned to regain some of your magical energy by studying your powerbook. Once per day when you finish a short rest, you can choose expended power slots to recover. The power slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of power slots. You can recover either a 2nd-level power slot or two 1st-level power slots.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Wizard 1","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":4700000,"flags":{"entityorder":{"order":45}},"img":"systems/sw5e/icons/skills/green_11.jpg","effects":[]},{"_id":"8cNEEgRY0og0XzQ2","name":"Background: Scholar","type":"feat","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion

    \n
  • \n
  • \n

    Languages: Two of your choice

    \n
  • \n
  • \n

    Equipment: Scholar's robes, a writing kit, a book of lore, and a pouch containing 10 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":4800000,"flags":{"entityorder":{"order":130}},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]},{"_id":"mI6E2POYgwiy7cSM","name":"Fire Bolt","type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]},{"_id":"uhYFSEVzD5tg6uMC","name":"Light","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"oCcyf3P0IaxCdugZ","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"84Oawi5HPhBOGDx8","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A tiny bell and a piece of fine silver wire.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-1.jpg","effects":[]},{"_id":"ozEbNmFadEK91WFj","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":200001,"flags":{"_sheetTab":"description"},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"cxE63DW0jdz0CHOp","name":"Find Familiar","type":"power","data":{"description":{"value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

\n

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this power again.

\n

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

\n

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

\n

You can’t have more than one familiar at a time. If you cast this power while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

\n

Finally, when you cast a power with a range of touch, your familiar can deliver the power as if it had cast the power. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your action modifier for the roll.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-eerie-2.jpg","effects":[]},{"_id":"WQ4CgSHqsc96egKZ","name":"Mage Armor","type":"power","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/sw5e/icons/powers/protect-blue-1.jpg","effects":[]},{"_id":"7nXQ8YWKiZZ2NUwa","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]},{"_id":"c5L1mF7UQa5kzg5F","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"ZTaGDK3lSy8a5T1l","name":"Component Pouch","type":"consumable","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/satchel-leather.jpg","effects":[]},{"_id":"EPiw1vnn3pDOdO1m","name":"Quarterstaff","type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]},{"_id":"aJZGeP8AiFrEwgWX","name":"Robes","type":"equipment","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]},{"_id":"wIPWkO6CHUrTw13Y","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"4rrQYmSFohtbkBwH","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"eYEelIdlbOvIRDkK","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":6}}},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"Ps3a8zDFtNoUfJDZ","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":8}}},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"rsSr1FRdaAKl6fpc","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":4}}},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"FQpJpWjX9bsPZvDo","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"zthIyDRa8OLDoBId","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"rTQEtliS3CqxnBPg","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":7}}},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"xxVyo2I5EYUi3cla","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"gIJ6Vm16khwtSS0q","name":"Ink Bottle","type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]},{"_id":"EuWal2U6WQwbDmAL","name":"Ink Pen","type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red.jpg","effects":[]},{"_id":"MNtWDpVTu3jHk8be","name":"Parchment","type":"loot","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/parchment.jpg","effects":[]},{"_id":"i3YAIUu7sNkJUPTU","name":"Book of Lore","type":"loot","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-orange.jpg","effects":[]},{"_id":"23NorZLPXATDYptB","name":"Powerbook","type":"loot","data":{"description":{"value":"

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

\n

 

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

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

\n

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

\n

Copying a Power into the Book

\n

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

\n

Replacing the Book 

\n

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

\n

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

"}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]},{"_id":"rjlTBnXJGxoodrM3","name":"Small Knife","type":"loot","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"XvD7omvVaqEaaW5p","name":"Wizard","type":"class","data":{"description":{"value":"

As a wizard, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a quarterstaff or (b) a dagger
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a scholar’s pack or (b) an explorer’s pack
  • \n
  • A powerbook
  • \n
\n

Wizard Advancement

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

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

\n

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

\n
\n

Your Powerbook

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Arcane Traditions

\n

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

\n

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

\n

School of Evocation

\n

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

\n

School of Evocation Features

\n

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_13.jpg","effects":[]},{"_id":"xRQDu0GrQB9EpCYM","name":"Powercasting (Wizard)","type":"feat","data":{"description":{"value":"

As a student of arcane magic, you have a powerbook containing powers that show the first glimmerings of your true power.

\n

Cantrips

\n

At 1st level, you know three cantrips of your choice from the wizard power list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

\n

Powerbook

\n

At 1st level, you have a powerbook containing six 1stlevel wizard powers of your choice. Your powerbook is the repository of the wizard powers you know, except your cantrips, which are fixed in your mind.

\n

Preparing and Casting Powers

\n

The Wizard table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

\n

You prepare the list of wizard powers that are available for you to cast. To do so, choose a number of wizard powers from your powerbook equal to your Intelligence modifier + your wizard level (minimum of one power). The powers must be of a level for which you have power slots.

\n

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level power slots. With an Intelligence of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination, chosen from your powerbook. If you prepare the 1st-level power magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

\n

You can change your list of prepared powers when you finish a long rest. Preparing a new list of wizard powers requires time spent studying your powerbook and memorizing the incantations and gestures you must make to cast the power: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211
\n

Powercasting Ability

\n

Intelligence is your powercasting ability for your wizard powers, since you learn your powers through dedicated study and memorization. You use your Intelligence whenever a power refers to your powercasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard power you cast and when making an attack roll with one.

\n

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

\n

Power attack modifier = your proficiency bonus + your Intelligence modifier

\n

Ritual Casting

\n

You can cast a wizard power as a ritual if that power has the ritual tag and you have the power in your powerbook. You don’t need to have the power prepared.

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your wizard powers.

\n

Learning Powers of 1st Level and Higher

\n

Each time you gain a wizard level, you can add two wizard powers of your choice to your powerbook for free. Each of these powers must be of a level for which you have power slots, as shown on the Wizard table. On your adventures, you might find other powers that you can add to your powerbook (see the “Your Powerbook” sidebar).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Wizard 1","recharge":{"value":null,"charged":false}},"sort":0,"flags":{"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.6.5","systemVersion":0.94}},"img":"systems/sw5e/icons/skills/fire_06.jpg","effects":[]},{"_id":"hAOdlcKJP3W7zD0p","name":"Artificer's Lore","type":"feat","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rock Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5200000,"flags":{"_sheetTab":"description","entityorder":{"order":98}},"img":"systems/sw5e/icons/skills/mech_5.jpg","effects":[]},{"_id":"z0AzZRlDE0RiB0Vp","name":"Gnome Cunning","type":"feat","data":{"description":{"value":"

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5300000,"flags":{"_sheetTab":"description","entityorder":{"order":141}},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"5hEbhdZm1ozQ3B2g","name":"Tinker","type":"feat","data":{"description":{"value":"

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

\n

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

\n

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

\n

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"hour","cost":1,"condition":"Expend 10 gp worth of materials"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rock Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5400000,"flags":{"entityorder":{"order":222}},"img":"systems/sw5e/icons/skills/mech_8.jpg","effects":[]},{"_id":"zb2ggSgTNtBj8HWl","name":"Gnome","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your gnome character has certain characteristics in common with all other gnomes.

\n

Ability Score Increase. Your Intelligence score increases by 2.

\n

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

\n

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-­‐‑hearted, and even the tricksters among them are more playful than vicious.

\n

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet.

\n

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Gnome Cunning. @Compendium[sw5e.races.EHhr9umJ5kxJFCQH]{Gnome Cunning} You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

\n

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 36","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-royal-2.jpg","effects":[]},{"_id":"PaLpYN8wbP0MyP2w","name":"Rock Gnome","type":"feat","data":{"description":{"value":"
\n
\n

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.

\n
\n
\n
\n
\n
\n

Ability Score Increase. Your Constitution score increases by 1.

\n

Artificer’s Lore. @Compendium[sw5e.races.OQA1sHxKnSJq01dL]{Artificer's Lore} Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

\n

Tinker. @Compendium[sw5e.races.koRPOLtj8XAFMwnW]{Tinker} You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

\n

When you create a device, choose one of the following options:

\n

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

\n

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

\n

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 36","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Gnome","recharge":{"value":null,"charged":false}},"sort":5100000,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-royal-1.jpg","effects":[]}],"effects":[]} -{"_id":"u1AgS9XSMjfuWKkz","name":"Riswynn (Dwarf Rogue)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":15,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":16,"proficient":0,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"int":{"value":12,"proficient":1,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9}},"attributes":{"ac":{"value":13,"min":0},"hp":{"value":12,"min":0,"max":12,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft"},"powercasting":"int","death":{"success":0,"failure":0},"encumbrance":{"value":95.6,"max":150,"pct":63.733333333333334,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":11},"details":{"biography":{"value":"

Once a well-respected bureaucrat at the dwarven halls, Riswynn dabbled in intruigue, picked up a few tricks, and ran intro trouble with some nobles. She looks to make a name for herself and regain her social status.

\n

 

\n
Actor artwork provided by Forgotten Adventures
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    \n
  • Skill Proficiencies: Insight, Persuasion
  • \n
  • Languages: Two of your choice
  • \n
  • Equipment: A set of fine clothes and a pouch containing 5 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":4500001,"flags":{},"img":"systems/sw5e/icons/skills/gray_05.jpg","effects":[]},{"_id":"zyNiKfTqZLSjX1Kc","name":"Fine Clothes","type":"equipment","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]},{"_id":"rUi9OxtfdZLin7Kt","name":"Expertise (Rogue)","type":"feat","data":{"description":{"value":"

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rogue 1","recharge":{"value":null,"charged":false}},"sort":4400001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_35.jpg","effects":[]},{"_id":"ukt3cUkPZ82u11pD","name":"Sneak Attack","type":"feat","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(@classes.rogue.levels /2))d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rogue 1","recharge":{"value":null,"charged":false}},"sort":4100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_27.jpg","effects":[]},{"_id":"G6S2cze0KGmrvlSR","name":"Thieves' Cant","type":"feat","data":{"description":{"value":"

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. 

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rogue 1","recharge":{"value":null,"charged":false}},"sort":4450001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]},{"_id":"6xgRF9EHlkdx74gp","name":"Rapier","type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"13NzavzIfxLtAbjF","name":"Arrows","type":"consumable","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.05,"price":0.05,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"tJDTxUqcvlxbZCdo","name":"Shortbow","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"13NzavzIfxLtAbjF","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":true},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]},{"_id":"NkdFTTiYWTcQykxt","name":"Dagger","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"0K1HkL7YtDkM04gh","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"qg7r4WqCCRRBoI7k","name":"Thieves’ Tools","type":"tool","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lockpick.jpg","effects":[]},{"_id":"EKdk3lhxqgPtqHwu","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"Mf7KLdBXylgqsICW","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"PHLBlkV7IoS51P5v","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"CHrFwjEiZTbIgkvr","name":"Hammer","type":"loot","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]},{"_id":"h4ihDUI7MQVznkxm","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"rpmyWiGevjk354b5","name":"Piton","type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":10,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stake.jpg","effects":[]},{"_id":"kHtYigIcUQ4IL9PR","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"SbWMxygkEp4AlSMl","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"8XJJXl8CvQDsNqQo","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"sKonGCDJxc4cwpuS","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"w1ICCmvrQzvkNA5T","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"OPIqh46EdTrNRiZp","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"WtDtpqTRbswqUu1Y","name":"Rogue","type":"class","data":{"description":{"value":"

As a rogue, you have the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a rapier or (b) a shortsword
  • \n
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • (a) Leather armor, two daggers, and thieves’ tools
  • \n
\n

Rogue Advancement

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

Roguish Archetypes

\n

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

\n

Thief

\n

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

\n

Thief Features

\n

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","per","prf","prc","slt","ste"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/gray_04.jpg","effects":[]},{"_id":"kRWtiPib9MRx9JmN","name":"Dagger (offhand)","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"OpfHMuWyqcO7LmSt","name":"Crowbar","type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]},{"_id":"VlHHit2a50YCKKTm","name":"Dwarven Resilience","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against poison, and you have resistance against poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5200000,"flags":{},"img":"systems/sw5e/icons/skills/green_07.jpg","effects":[]},{"_id":"0Db7KX5wxDYwiem3","name":"Stonecunning","type":"feat","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5300000,"flags":{},"img":"systems/sw5e/icons/skills/mech_7.jpg","effects":[]},{"_id":"loauVqu6iAKv70b7","name":"Hill Dwarf","type":"feat","data":{"description":{"value":"
\n
\n
\n

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

\n

Ability Score Increase. Your Wisdom score increases by 1.

\n

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

\n
\n
\n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Dwarf","recharge":{"value":null,"charged":false}},"sort":5025001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"HXOtd9EqzXbB3e2c","name":"Dwarf","type":"feat","data":{"description":{"value":"
\n

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

\n

Ability Score Increase. Your Constitution score increases by 2.

\n

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

\n

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-­ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

\n

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

\n

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

\n

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Dwarven Resilience. @Compendium[sw5e.races.ufysTkqet2Ctmtyi]{Dwarven Resilience} You have advantage on saving throws against poison, and you have resistance against poison damage.

\n

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

\n

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

\n
\n
\n
\n

Stonecunning. @Compendium[sw5e.races.mQPZDRbUhgYTbXKa]{Stonecunning} Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n
\n
\n
\n
\n

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

\n
\n
\n
\n
\n
\n
 
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":4850001,"flags":{},"img":"systems/sw5e/icons/powers/protect-eerie-1.jpg","effects":[]}],"effects":[]} -{"_id":"v6R3VkzQXS0hfgiL","name":"Quillathe (Elf Ranger)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":1,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":17,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"con":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":11,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":14,"min":0},"hp":{"value":12,"min":0,"max":12,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"wis","death":{"success":0,"failure":0},"encumbrance":{"value":77.1,"max":120,"pct":64.24999999999999,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":11},"details":{"biography":{"value":"

Quillathe cleanses monsters from her woods as a hobby, but now a new force menaces her land and she must band with adventurers to defeat it.

\n

 

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Chaotic Neutral","race":"High Elf","background":"Monster Hunter","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Magical Sleep; Advantage on saving throws against being charmed"},"senses":"Darkvision 60 feet","languages":{"value":["common","elvish","gnomish"],"custom":""},"weaponProf":{"value":["sim","mar"],"custom":"Longsword; Shortsword; Shortbow; Longbow"},"armorProf":{"value":["lgt","med","shl"],"custom":""},"toolProf":{"value":["navg"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":5,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"rel":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"sur":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":199219,"flags":{},"img":"systems/sw5e/tokens/heroes/RangerBow.png","token":{"flags":{},"name":"Quillathe","displayName":30,"img":"systems/sw5e/tokens/heroes/RangerBow.png","tint":"","width":1,"height":1,"scale":0.9,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"v6R3VkzQXS0hfgiL","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"DMZMUHFZBv5nf2s9","name":"Background: Monster Hunter","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Acrobatics, Nature, Investigation
  • \n
  • \n

    Tool Proficiencies: Navigator's Tools

    \n
  • \n
  • \n

    Equipment: An Explorer's Pack, and 5gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5418750,"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]},{"_id":"8bLvluzgMJZEeJHi","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"gO2Dz4cALMnDMHQi","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"gewb6wFlCK7GB6bB","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"Cp2SKVYUXCVD1oHX","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"FWLXlxd0ukipZhm9","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"GqfDVqVqyUh1Gquv","name":"Arrows","type":"consumable","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.05,"price":0.05,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"2SADpLv8xKIB670L","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"jcUcMlzyQ2U071dZ","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"qKjB82iZnzgQTRHr","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"lbeVmFOH3ZzSRn7V","name":"Longbow","type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"GqfDVqVqyUh1Gquv","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":true},"sort":4950000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]},{"_id":"I8rPY9dlB3bLYldj","name":"Shortsword","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"b3UyJrq6b1ZBfEoC","name":"Shortsword (offhand)","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":4925000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"mRvomqrLmy8uf8wl","name":"Favored Enemy","type":"feat","data":{"description":{"value":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. 

\n

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. 

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. 

\n

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. 

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n

If you wish, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level: Fiends
  • \n
  • 6th level
  • \n
  • 14th level
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Ranger 1","recharge":{"value":null,"charged":false}},"sort":5415625,"flags":{},"img":"systems/sw5e/icons/skills/violet_22.jpg","effects":[]},{"_id":"D7IGM9KYqgwfQRkA","name":"Natural Explorer","type":"feat","data":{"description":{"value":"

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. 

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • Your group can't become lost except by magical means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • \n
\n

You choose additional favored terrain types at 6th and 10th level.

\n

If it would be helpful, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level: Forest
  • \n
  • 6th level
  • \n
  • 10th level
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Ranger 1","recharge":{"value":null,"charged":false}},"sort":5412500,"flags":{},"img":"systems/sw5e/icons/skills/nature_01.jpg","effects":[]},{"_id":"bVQGWotJfFXfKBA3","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

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

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"BsxUzxVoE4A4Yajo","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"WhXl1O0JMkPKi6hz","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"Hvhlju9xqywl3l0Z","name":"Ranger","type":"class","data":{"description":{"value":"

As a ranger, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons:  Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) scale mail or (b) leather armor
  • \n
  • (a) two shortswords or (b) two simple melee weapons
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A longbow and a quiver of 20 arrows
  • \n
\n

Ranger Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.u6xV3Ki3TXRrD7zg]{Powercasting}
3rd+2@Compendium[sw5e.classfeatures.1dJHU48yNqn3lcfx]{Ranger Archetype}, @Compendium[sw5e.classfeatures.kaHcUGiwi8AtfZIm]{Primeval Awareness}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvements}
7th+3Ranger Archetype feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.C5fzaOBc6HxyOWRn]{Land's Stride}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvement}, @Compendium[sw5e.classfeatures.r0unvWK0lPsDthDx]{Hide in Plain Sight}
11th+4Ranger Archetype feature
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.DhU2dWCNnX78TstR]{Vanish}
15th+5Ranger Archetype feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6@Compendium[sw5e.classfeatures.QBVmY56RMQuh6C8h]{Feral Senses}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.3CaP1vFHVR8LgHjx]{Foe Slayer}
\n

Ranger Archetypes

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A classic expression of the ranger ideal is the Hunter.

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Hunter

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Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

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Hunter Features

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3rd Level: @Compendium[sw5e.classfeatures.wrxIW5sDfmGr3u5s]{Hunter's Prey}

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7th Level: @Compendium[sw5e.classfeatures.WgQrqjmeyMqDzVt3]{Defensive Tactics}

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11th Level: @Compendium[sw5e.classfeatures.7zlTRRXT1vWSBGjX]{Multiattack}

\n

15th Level: @Compendium[sw5e.classfeatures.a0Sq88dgnREcIMfl]{Superior Hunter's Defense}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"],"value":[]},"powercasting":"half","damage":{"parts":[]}},"sort":5525000,"flags":{},"img":"systems/sw5e/icons/skills/green_01.jpg","effects":[]},{"_id":"9RMRzjKqbGDsSXtO","name":"Fey Ancestry","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

","chat":"","unidentified":""},"source":"PHB pg. 23, 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Elf, Half-Elf","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5825000,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"ZrMuDdfHM9ZkKc24","name":"Elf","type":"feat","data":{"description":{"value":"
\n
\n
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Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

\n

Ability Score Increase. Your Dexterity score increases by 2.

\n

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

\n

Alignment. Elves love freedom, variety, and self-­expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

\n

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Keen Senses. You have proficiency in the Perception skill.

\n

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

\n
\n
\n
\n

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

\n
\n
\n
\n
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\n
","chat":"","unidentified":""},"source":"PHB pg. 23","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":5621875,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]},{"_id":"BswrpoIHKoj3T2o7","name":"High Elf","type":"feat","data":{"description":{"value":"
\n
\n
\n

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-­elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.

\n

Ability Score Increase. Your Intelligence score increases by 1.

\n

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

\n

Cantrip. You know one cantrip of your choice from the wizard power list. Intelligence is your powercasting ability for it.

\n

Extra Language. You can speak, read, and write one extra language of your choice.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 23","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Elf","recharge":{"value":null,"charged":false}},"sort":5723438,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-3.jpg","effects":[]}],"effects":[]} -{"_id":"yaxOpEDtDzn67I48","name":"Krusk (Half-Orc Paladin)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":"17","proficient":0,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"dex":{"value":"8","proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"con":{"value":"14","proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":"10","proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":"12","proficient":1,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":"14","proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":"18","min":0},"hp":{"value":12,"min":0,"max":12,"temp":null,"tempmax":null},"init":{"value":"","bonus":"0","mod":-1,"prof":0,"total":"-10"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"cha","death":{"success":"0","failure":"0"},"encumbrance":{"value":142,"max":255,"pct":55.68627450980392,"encumbered":true},"exhaustion":"0","inspiration":false,"hd":1,"prof":2,"powerdc":12},"details":{"biography":{"value":"

Roaming the land brigning justice to all, Krusk has just one goal: the destruction of evil wherever it lies.

\n

 

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Lawful Good","race":"Half Orc","background":"Local Champion","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Darkvision 60 feet","languages":{"value":["common","orc"],"custom":""},"weaponProf":{"value":["sim","mar"],"custom":""},"armorProf":{"value":["lgt","med","hvy","shl"],"custom":""},"toolProf":{"value":["vehicle"],"custom":"Smith's Tools"},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"his":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"inv":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"rel":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":"5","max":"5","sr":false,"lr":true,"label":"Lay on Hands"},"secondary":{"value":"","max":"","sr":false,"lr":false,"label":""},"tertiary":{"value":"","max":"","sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":187500,"flags":{"sw5e":{"savageAttacks":true},"exportSource":{"world":"fresh","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/tokens/heroes/PaladinHammer.png","token":{"flags":{},"name":"Krusk","displayName":30,"img":"systems/sw5e/tokens/heroes/PaladinHammer.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"yaxOpEDtDzn67I48","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"mmNOUJeTSbhakKbO","name":"Amulet (Holy Symbol)","type":"equipment","data":{"description":{"value":"

An amulet depicting a symbol representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-blue.jpg","effects":[]},{"_id":"z5rKywjIFzidberh","name":"Background: Local Champion","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Animal Handling, Survival
  • \n
  • Tool Proficiencies: Artisan’s tools, vehicles (land)
  • \n
  • Equipment: A set of artisan’s tools, common clothes, and a pouch containing 10 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":300000,"flags":{"_sheetTab":"details","entityorder":{"order":186}},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]},{"_id":"k2pdPkmjujUh9mRl","name":"Divine Sense","type":"feat","data":{"description":{"value":"

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the @Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow} power. 

\n

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

\n

**Foundry note: Note the limited uses is set to the base default of 1 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"lr","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Paladin 1","recharge":{"value":null,"charged":false}},"sort":3300000,"flags":{"_sheetTab":"description","entityorder":{"order":164}},"img":"systems/sw5e/icons/skills/light_02.jpg","effects":[]},{"_id":"eA81yYSjX5lu5xqR","name":"Lay on Hands","type":"feat","data":{"description":{"value":"

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. 

\n

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

\n

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

\n

This feature has no effect on undead and constructs.

\n

Foundry Note: This has been configured to use the first of the three generic Resource Pools on the Attributes page.

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":"Target cannot be Undead or a Construct."},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","type":"lr"},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Paladin 1","recharge":{"value":null,"charged":false}},"sort":3400000,"flags":{"_sheetTab":"description","entityorder":{"order":161}},"img":"systems/sw5e/icons/skills/light_10.jpg","effects":[]},{"_id":"wKzMNfJSgCUaqpHG","name":"Javelin (melee)","type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"PzYFkgoa8KpZwUWe","name":"Javelin (thrown)","type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"REOAERyAiCBpCA7V","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"REOAERyAiCBpCA7V","name":"Javelin","type":"consumable","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":5,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"h9ta6MMHygQtSvhd","name":"Love Letter","type":"loot","data":{"description":{"value":"

A love letter sent by an admirer.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-cursed.jpg","effects":[]},{"_id":"7GbdWRRe8GyKGVYk","name":"Chain Mail","type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"jAp8oEZymuFqMEME","name":"Shield","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]},{"_id":"JVygpNYgNviQlQDL","name":"Longsword","type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":15,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]},{"_id":"QDJj8gNDG3fapNIZ","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":8}}},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"E0S0CJRUih4rZUTx","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":4}}},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"XDOhevGrWTwftiiM","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":6}}},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"eIMlGbeDuYjjEGRH","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"XeDU0JtxGcNBjXer","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"IPeL1J71CbP6s5y5","name":"Smith's Tools","type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":20,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]},{"_id":"zk8hxPzKFTDZWVED","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"grGg87yIxTTxoPTA","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":7}}},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"WuNY7UdTCjUEpGlU","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"U9ppcPcWfdic6aF8","name":"Paladin","type":"class","data":{"description":{"value":"

As a paladin, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a martial weapon and a shield or (b) two martial weapons
  • \n
  • (a) five javelins or (b) any simple melee weapon
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
  • Chain mail and a holy symbol
  • \n
\n

Paladin Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.E8ozg8avUVOX9N7u]{Divine Sense},  @Compendium[sw5e.classfeatures.OdrvL3afwLOPeuYZ]{Lay on Hands}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.ihoQHsmVZlyDbPhX]{Powercasting}, @Compendium[sw5e.classfeatures.ySMPQ6zNSlvkrl2f]{Divine Smite}
3rd+2@Compendium[sw5e.classfeatures.dY9yrqkyEDuF0CG2]{Divine Health}, @Compendium[sw5e.classfeatures.olAqNsUTIef9x8xC]{Sacred Oath}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.carGDhkIdoduTC0I]{Aura of Protection}
7th+3Sacred Oath feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.nahSkBO6LH4HkpaT]{Aura of Courage}
11th+4@Compendium[sw5e.classfeatures.FAk41RPCTcvCk6KI]{Improved Divine Smite}
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.U7BIPVPsptBmwsnV]{Cleansing Touch}
15th+5Sacred Oath feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6Aura improvements
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6Sacred Oath feature
\n

Sacred Oaths

\n

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

\n

Oath of Devotion

\n

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

\n

Oath Powers

\n

You gain oath powers at the paladin levels listed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelPowers
3rd@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}, @Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary}
5th@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}
9th@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}
13th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}
17th@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}, @Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}
\n

Channel Divinity

\n

When you take this oath at 3rd level, you gain the following two @Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Channel Divinity} options.

\n

@Compendium[sw5e.classfeatures.xNN0JMKqlG4hKVYu]{Channel Divinity: Sacred Weapon}

\n

@Compendium[sw5e.classfeatures.ZdwGlsJNtc7pGFCd]{Channel Divinity: Turn the Unholy}

\n

Breaking Your Oath

\n

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

\n

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

\n

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"powercasting":"half","damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]},{"_id":"JdhpBDti3h3tNZai","name":"Relentless Endurance","type":"feat","data":{"description":{"value":"

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"special","cost":null,"condition":"When you are reduced to 0 hit points"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Half-Orc","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5000000,"flags":{"entityorder":{"order":8}},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]},{"_id":"Md0yW4QscE770F7W","name":"Savage Attacks","type":"feat","data":{"description":{"value":"

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Half-Orc","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":5100000,"flags":{"entityorder":{"order":118}},"img":"systems/sw5e/icons/skills/weapon_27.jpg","effects":[]},{"_id":"QX131bK0iuunr5uE","name":"Half-Orc","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your half-­orc character has certain traits deriving from your orc ancestry.

\n

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

\n

Age. Half-­orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

\n

Alignment. Half-­orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-­orcs raised among orcs and willing to live out their lives among them are usually evil.

\n

Size. Half-­orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Relentless Endurance. @Compendium[sw5e.races.97c8i9Z28thvZuA8]{Relentless Endurance} When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

\n
\n
\n
\n

Savage Attacks. @Compendium[sw5e.races.0kUsT4sMUOr5FcoX]{Savage Attacks} When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

\n
\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":5050000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_22.jpg","effects":[]}],"effects":[]} +{"_id":"1tAXamEdCqcLQwpM","name":"Merric (Halfling Barbarian)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":14,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":15,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":14,"min":0},"hp":{"value":14,"min":0,"max":14,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"int","death":{"success":0,"failure":0},"encumbrance":{"value":80,"max":210,"pct":38.095238095238095,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":9},"details":{"biography":{"value":"

Merric was once a vigilante, due to her innate sense of street justice. Though her small size may not seem like much in combat, she more than makes up for it with her violent outbursts of anger.

\n
Actor artwork provided by Forgotten Adventures
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    \n
  • Skill Proficiencies: Insight, Investigation, Perception
  • \n
  • Equipment: Explorer's Pack, 2 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":4650000,"flags":{},"img":"systems/sw5e/icons/skills/fire_07.jpg","effects":[]},{"_id":"jw7Uw44HPUAf5Bhq","name":"Unarmored Defense","type":"equipment","data":{"description":{"value":"

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"natural","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true,"armorType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]},{"_id":"PRWrxqFZEBsYGcMt","name":"Rage","type":"feat","data":{"description":{"value":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

\n
    \n
  • \n

    You have advantage on Strength checks and Strength saving throws.

    \n
  • \n
  • \n

    When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

    \n
  • \n
  • \n

    You have resistance to bludgeoning, piercing, and slashing damage.

    \n
  • \n
\n

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

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

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

**Foundry note: Note the limited uses is set to the base default of 2. Please manually adjust as required.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Barbarian LevelRagesRage Damage
1st2+2
2nd2+2
3rd3+2
4th3+2
5th3+2
6th4+2
7th4+2
8th4+2
9th4+3
10th4+3
11th4+3
12th5+3
13th5+3
14th5+3
15th5+3
16th5+4
17th6+4
18th6+4
19th6+4
20thUnlimited+4
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While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"attributes":{"powerdc":10}},"sort":225000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"bvHyCpcudXZ2bN7i","name":"Javelin (thrown)","type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":5,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"kccU0cngRTiFlfLu","name":"Greataxe","type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":30,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]},{"_id":"9hY5bOuPFqGubCEw","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"86aiVMgc7XPJ1z8C","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"SHXoXJMWZywkU7aV","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"pIYHCVrKJLq0D2Jc","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"j8eiLPd8bbBYNyC1","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"bHPIk24Cq3Z5FO86","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"YyXrE0aRDWy4AtwB","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"YvaZVAmilJd26Bfq","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"3hJ5vLP7E424pEo4","name":"Handaxe","type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":287500,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]},{"_id":"uWLF3Gr976X8vd7n","name":"Handaxe (offhand)","type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":325000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]},{"_id":"CgqeiBQNhmG1B1MW","name":"Barbarian","type":"class","data":{"description":{"value":"

As a barbarian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) a greataxe or (b) any martial melee weapon
  • \n
  • (a) two handaxes or (b) any simple weapon
  • \n
  • An explorer’s pack and four javelins
  • \n
\n

Barbarian Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesRagesRage Damage
1st+2@Compendium[sw5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}, @Compendium[sw5e.classfeatures.SZbsNbaxFFGwBpNK]{Unarmored Defense}2+2
2nd+2@Compendium[sw5e.classfeatures.SCVjqRdlZ9cvHVSR]{Reckless Attack}, @Compendium[sw5e.classfeatures.vt31lWAULygEl7yk]{Danger Sense}2+2
3rd+2@Compendium[sw5e.classfeatures.TH1QAf6YNGSeBVjT]{Primal Path}3+2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}3+2
5th+3@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.Kl6zifJ5OmdHlOi2]{Fast Movement}3+2
6th+3Path feature4+2
7th+3@Compendium[sw5e.classfeatures.NlXslw4yAqmKZWtN]{Feral Instinct}4+2
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4+2
9th+4@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (1 die)}4+3
10th+4Path feature4+3
11th+4@Compendium[sw5e.classfeatures.FqfmbPgxiyrWzhYk]{Relentless Rage}4+3
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+3
13th+5@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (2 dice)}5+3
14th+5Path feature5+3
15th+5@Compendium[sw5e.classfeatures.l8tUhZ5Pecm9wz7I]{Persistent Rage}5+3
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+4
17th+6@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (3 dice)}6+4
18th+6@Compendium[sw5e.classfeatures.Q1exex5ALteprrPo]{Indomitable Might}6+4
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}6+4
20th+6@Compendium[sw5e.classfeatures.jVU4AgqfrFaqgXns]{Primal Champion}Unlimited+4
\n

Primal Paths

\n

Path of the Berserker

\n

For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

\n

Path of the Berserker Features

\n

3rd Level: @Compendium[sw5e.classfeatures.CkbbAckeCtyHXEnL]{Frenzy}

6th Level: @Compendium[sw5e.classfeatures.0Jgf8fYY2ExwgQpN]{Mindless Rage}

10th Level: @Compendium[sw5e.classfeatures.M6VSMzVtKPhh8B0i]{Intimidating Presence}

14th Level: @Compendium[sw5e.classfeatures.xzD9zlRP6dUxCtCl]{Retaliation}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":["ani","ath","itm","nat","prc","sur"],"value":[]},"powercasting":"none","damage":{"parts":[]},"attunement":0},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_01.jpg","effects":[]},{"_id":"vb4ylO4gijpYubVK","name":"Brave","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"lr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"You have advantage on saving throws against being frightened.","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"EEbqVNmOskEeXbAn","name":"Lucky","type":"feat","data":{"description":{"value":"

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false},"attunement":0},"sort":5200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]},{"_id":"mdahmK0Ttr26qhV7","name":"Naturally Stealthy","type":"feat","data":{"description":{"value":"

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Lightfoot","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5300000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]},{"_id":"XUuKHz75EISEhNjB","name":"Halfling Nimbleness","type":"feat","data":{"description":{"value":"

You can move through the space of any creature that is of a size larger than yours.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5400000,"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"DPsowmMZwV6S2dpt","name":"Halfling","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your halfling character has a number of traits in common with all other halflings.

Ability Score Increase. Your Dexterity score increases by 2.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Most halflings are lawful good. As a rule, they are good-­hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Lucky. @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. @Compendium[sw5e.races.7Yoo9hG0hfPSmBoC]{Brave} You have advantage on saving throws against being frightened.

\n
\n
\n
\n
\n
\n
\n

Halfling Nimbleness. @Compendium[sw5e.races.PqxZgcJzp1VVgP8t]{Halfling Nimbleness} You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":4875000,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-2.jpg","effects":[]},{"_id":"1Vk6iVodEGrj12vH","name":"Lightfoot","type":"feat","data":{"description":{"value":"
\n
\n
\n

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.

\n \n

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

Ability Score Increase. Your Charisma score increases by 1.

Naturally Stealthy. @Compendium[sw5e.races.GWPjKFeIthBBeCFJ]{Naturally Stealthy} You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false},"attunement":0},"sort":4987500,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]}],"effects":[]} +{"_id":"9ICdqUHFaeTzuIr8","name":"Perrin (Halfling Monk)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":1,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"con":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":15,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":11,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":15,"min":0},"hp":{"value":9,"min":0,"max":9,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"int","death":{"success":0,"failure":0},"encumbrance":{"value":81.3,"max":120,"pct":67.75,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":11},"details":{"biography":{"value":"

A devoted student of his local monastery, Perrin has been tasked with bringing balance to the surrounding lands.

\n
\n

Actor artwork provided by Forgotten Adventures

\n
","public":""},"alignment":"True Neutral","race":"Lightfoot Halfling","background":"Priest","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Advantage against being frightenned"},"languages":{"value":["common","celestial","draconic","halfling"],"custom":""},"weaponProf":{"value":["sim"],"custom":"Shortswords"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":["art"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":-1,"passive":11,"prof":2,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"rel":{"value":1,"ability":"int","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":true,"lr":true,"label":"Ki"},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":198438,"flags":{"sw5e":{"halflingLucky":true}},"img":"systems/sw5e/tokens/heroes/MonkStaff.png","token":{"flags":{},"name":"Perrin","displayName":30,"img":"systems/sw5e/tokens/heroes/MonkStaff.png","tint":"","width":1,"height":1,"scale":0.8,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":5,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"9ICdqUHFaeTzuIr8","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"VRfLlwRpZfniHSka","name":"Monk","type":"class","data":{"description":{"value":"

As a monk, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

\n

Equipment

\n

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

\n
    \n
  • (a) a shortsword or (b) any simple weapon
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 darts
  • \n
\n

Monk Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4@Compendium[sw5e.classfeatures.UAvV7N7T4zJhxdfI]{Unarmored Defense}, @Compendium[sw5e.classfeatures.l50hjTxO2r0iecKw]{Martial Arts}
2nd+21d42+10 ft.@Compendium[sw5e.classfeatures.10b6z2W1txNkrGP7]{Ki}, @Compendium[sw5e.classfeatures.7vSrGc0MP5Vzm9Ac]{Unarmored Movement}
3rd+21d43+10 ft.@Compendium[sw5e.classfeatures.rtpQdX77dYWbDIOH]{Monastic Tradition}, @Compendium[sw5e.classfeatures.mzweVbnsJPQiVkAe]{Deflect Missiles}
4th+21d44+10 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.KQz9bqxVkXjDl8gK]{Slow Fall}
5th+31d65+10 ft.@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.pvRc6GAu1ok6zihC]{Stunning Strike}
6th+31d66+15 ft.\n

@Compendium[sw5e.classfeatures.7flZKruSSu6dHg6D]{Ki-Empowered Strikes},

Monastic Tradition feature

\n
7th+31d67+15 ft.@Compendium[sw5e.classfeatures.a4P4DNMmH8CqSNkC]{Evasion}, @Compendium[sw5e.classfeatures.ZmC31XKS4YNENnoc]{Stillness of Mind}
8th+31d68+15 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.@Compendium[sw5e.classfeatures.bqWA7t9pDELbNRkp]{Purity of Body}
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+51d813+20 ft.@Compendium[sw5e.classfeatures.XjuGBeB8Y0C3A5D4]{Tongue of the Sun and Moon}
14th+51d814+25 ft.@Compendium[sw5e.classfeatures.7D2EkLdISwShEDlN]{Diamond Soul}
15th+51d815+25 ft.@Compendium[sw5e.classfeatures.gDH8PMrKvLHaNmEI]{Timeless Body}
16th+51d816+25 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+61d1017+25 ft.Monastic Tradition feature
18th+61d1018+30 ft.@Compendium[sw5e.classfeatures.3jwFt3hSqDswBlOH]{Empty Body}
19th+61d1019+30 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+61d1020+30 ft.@Compendium[sw5e.classfeatures.mQNPg89YIs7g5tG4]{Perfect Self}
\n

Monastic Traditions

\n

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

\n

Way of the Open Hand

\n

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

\n

Way of the Open Hand Features

\n

3rd Level: @Compendium[sw5e.classfeatures.iQxLNydNLlCHNKbp]{Open Hand Technique}

6th Level: @Compendium[sw5e.classfeatures.Q7mOdk4b1lgjcptF]{Wholeness of Body}

11th Level: @Compendium[sw5e.classfeatures.rBDZLatuoolT2FUW]{Tranquility}

17th Level: @Compendium[sw5e.classfeatures.h1gM8SH3BNRtFevE]{Quivering Palm}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"powercasting":"none","damage":{"parts":[]},"attunement":0},"sort":4400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"6qLW8jyjlflW0aMJ","name":"Unarmored Defense (Monk)","type":"feat","data":{"description":{"value":"

Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Monk 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":4500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"VoUsoKV2AjJqbQsL","name":"Martial Arts","type":"feat","data":{"description":{"value":"

At 1st level, your practice of martial arts gives you mastery of combat styles that use and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • \n

    You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

    \n
  • \n
  • \n

    You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

    \n
  • \n
  • \n

    When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

    \n
  • \n
\n

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Monk 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"iTaTqbag5cbbIV89","name":"Background: Priest","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Insight, Religion
  • \n
  • Languages: Two of your choice
  • \n
  • Equipment: A holy symbol, 5 sticks of incense, prayer book, vestments, a set of common clothes, and a pouch containing 15 gp.
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]},{"_id":"T46tnnPLPLqZD4y6","name":"Shortsword","type":"weapon","data":{"description":{"value":"

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

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A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

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A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":10,"weight":0.25,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]},{"_id":"yGOuEfl6dj9SEEnz","name":"Reliquary","type":"equipment","data":{"description":{"value":"

A tiny box or other container holding a fragment of a precious relic, saint, or other historical figure that dedicated their life to walk the path of a true believer. A deity imbues the bearer of this artifact with the ability to call forth their power and in doing so spread the faith once more.

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chest-red.jpg","effects":[]},{"_id":"kv2sjsn0DjC73m10","name":"Common Clothes","type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

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Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

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A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

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When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":5,"weight":0,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bamboo.jpg","effects":[]},{"_id":"dzXbdZiOtwvswSBp","name":"Unarmed Strike (Monk)","type":"weapon","data":{"description":{"value":"

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes

• You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain monk levels, as shown in the Martial Arts column in the table below.

• When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Monk LevelMartial Arts
1st - 4th1d4
5th - 10th1d6
11th - 16th1d8
17th - 20th1d10
\n

**Foundry note: Note the damage die is set to the base default of 1d4. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 77-78","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":900001,"flags":{},"img":"systems/sw5e/icons/skills/ice_10.jpg","effects":[]},{"_id":"tphiFNpeptbQBjm5","name":"Crowbar","type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]},{"_id":"w6feWChZCGt6ZolS","name":"Hammer","type":"loot","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]},{"_id":"Tk7cT2wr9WlVBPLT","name":"Piton","type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":10,"weight":0.25,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stake.jpg","effects":[]},{"_id":"Xa8diQyGckThAtTL","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"D7cvC9lq7qUdvoUr","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"YdZrV1HM7x0q7t99","name":"Brave","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"lr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"You have advantage on saving throws against being frightened.","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5600000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"LIB9TNHLEmuohMLn","name":"Lucky","type":"feat","data":{"description":{"value":"

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false},"attunement":0},"sort":5700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]},{"_id":"MEbwGBWDnCYWAcKu","name":"Naturally Stealthy","type":"feat","data":{"description":{"value":"

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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You can move through the space of any creature that is of a size larger than yours.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5900000,"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"f2nWYA1kRgCTcTtR","name":"Lightfoot","type":"feat","data":{"description":{"value":"
\n
\n
\n

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.

\n \n

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

Ability Score Increase. Your Charisma score increases by 1.

Naturally Stealthy. @Compendium[sw5e.races.GWPjKFeIthBBeCFJ]{Naturally Stealthy} You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

\n
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","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false},"attunement":0},"sort":5525000,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"KROifaAhldMdTVyB","name":"Halfling","type":"feat","data":{"description":{"value":"
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\n
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Your halfling character has a number of traits in common with all other halflings.

Ability Score Increase. Your Dexterity score increases by 2.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Most halflings are lawful good. As a rule, they are good-­hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Lucky. @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. @Compendium[sw5e.races.7Yoo9hG0hfPSmBoC]{Brave} You have advantage on saving throws against being frightened.

\n
\n
\n
\n
\n
\n
\n

Halfling Nimbleness. @Compendium[sw5e.races.PqxZgcJzp1VVgP8t]{Halfling Nimbleness} You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

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","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":5450000,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-2.jpg","effects":[]}],"effects":[]} +{"_id":"BnukfoG210lqJ9a2","name":"Beiro (Half-Elf Bard)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"con":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13}},"attributes":{"ac":{"value":14,"min":0},"hp":{"value":10,"min":0,"max":10,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"cha","death":{"success":0,"failure":0},"encumbrance":{"value":87.4,"max":120,"pct":72.83333333333333,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Beiro was a famed entertainer at his local tavern, when he one day ran out of stories to tell. To solve this, he set out to make his own stories, so as to one day tell them again at his tavern.

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Actor artwork provided by Forgotten Adventures
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    \n
  • Skill Proficiencies: Acrobatics, Performance
  • \n
  • Tool Proficiencies: Disguise kit, one type of musical instrument
  • \n
  • Equipment: A musical instrument, a note from an admirer, and a pouch containing 15 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]},{"_id":"zNnu2dhXerZJ0K39","name":"Bardic Inspiration","type":"feat","data":{"description":{"value":"

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

You regain any expended uses when you finish a long rest.

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

**Foundry note: Note the Other Formula is set to the base default of 1d6 and limited uses is set to the minimum of 1. Additionally, recovery is set to long rest (for levels before @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration} is gained). Please manually adjust as required.

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A lute to evoke awe, wonder, or fear in your audience.

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":35,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]},{"_id":"2Ejl2ovEUJg7swzL","name":"Musical Instrument: Flute","type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]},{"_id":"TM6CyNpWtV8f0KAw","name":"Chest","type":"backpack","data":{"description":{"value":"

A chest holds 12 cubic feet or 300 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":25,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":300,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/chest-dark.jpg","effects":[]},{"_id":"Cj6MP46nIu5amhsZ","name":"Map or Scroll Case","type":"backpack","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":2,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/briefcase.jpg","effects":[]},{"_id":"jNOSoW0La7Bk4vXk","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

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A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"vRbfWjO0wkfi2EUS","name":"Rapier","type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"QeJyd2v24zGDwXbq","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"N3Ya1Qmpj8fmK8eU","name":"Costume Clothes","type":"equipment","data":{"description":{"value":"

A complete costume usually used by performers and artists in all manner of entertainment halls or for those that simply refuse to get out of character.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-pink.jpg","effects":[]},{"_id":"OoQ9lTEooaOlQQaV","name":"Fine Clothes","type":"equipment","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]},{"_id":"wvxh8eOWg3RAJFoH","name":"Oil Flask","type":"consumable","data":{"description":{"value":"

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.

On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":2,"weight":1,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]},{"_id":"RXlNK5wqC22ZojbN","name":"Lamp","type":"consumable","data":{"description":{"value":"

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":45,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lamp.jpg","effects":[]},{"_id":"6JFzrzKtJyhU12xi","name":"Musical Instrument: Drum","type":"tool","data":{"description":{"value":"

A drum, of any variety, to evoke awe, wonder, or fear in your audience.

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":6,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/drum.jpg","effects":[]},{"_id":"8pii9UucawKvfDsM","name":"Ink Pen","type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red.jpg","effects":[]},{"_id":"9vSJX7VXZLXkXLVs","name":"Ink Bottle","type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]},{"_id":"VWdmspSsWBrQ85hx","name":"Paper","type":"loot","data":{"description":{"value":"

A single sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":5,"weight":0,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/paper.jpg","effects":[]},{"_id":"MgZvqEEt5jUtHG5d","name":"Perfume","type":"loot","data":{"description":{"value":"

A vial of aromatic perfume.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-2.jpg","effects":[]},{"_id":"833SKFj28K9Jzhzf","name":"Soap","type":"loot","data":{"description":{"value":"

Used to clean and wash.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/soap.jpg","effects":[]},{"_id":"80Gaz3MRLsMImA2r","name":"Sealing Wax","type":"loot","data":{"description":{"value":"

A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/candle-melted.jpg","effects":[]},{"_id":"hEUrELgWXKAaJOZ9","name":"Light","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"KetraWCseV9yIycQ","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"nsCHxtON5ZkzjLsT","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"xgbCmlnGyxeoPgVh","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]},{"_id":"cCU43lTu78gtSj0H","name":"Heroism","type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Powercasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining tempora⁠ry hit point⁠s from this power.

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

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-2.jpg","effects":[]},{"_id":"5tez50g1xWPPfqA8","name":"Hideous Laughter","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this power affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Tiny tarts and a feather that is waved in the air","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"pEDdh0i2HBhReeuU","name":"Love Letter","type":"loot","data":{"description":{"value":"

A love letter sent by an admirer.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-cursed.jpg","effects":[]},{"_id":"IUsB73tFTMjgMbFv","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"z5AuTPscfqCMs9Qt","name":"Bard","type":"class","data":{"description":{"value":"

As a bard, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

\n

Equipment

\n

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

\n
    \n
  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • \n
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • \n
  • (a) a lute or (b) any other musical instrument
  • \n
  • Leather armor and a dagger
  • \n
\n

Bard Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.u4NLajXETJhJU31v]{Powercasting}, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d6)}
2nd+2@Compendium[sw5e.classfeatures.ezWijmCnlnQ9ZRX2]{Jack of All Trades}, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d6)}
3rd+2@Compendium[sw5e.classfeatures.ILhzFHiRrqgQ9dFJ]{Bard College} @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d8)}, @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration}
6th+3@Compendium[sw5e.classfeatures.SEJmsjkEhdAZ90ki]{Countercharm}, Bard College feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d8)}
10th+4@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d10)}, @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}, @Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
11th+46th Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power, Slot@Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d10)}
14th+5@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}, Bard College feature
15th+58th Level Power Slot, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d12)}
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d12)}
18th+6@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.GBYN5rH4nh1ocRlY]{Superior Inspiration}
\n

Bard Colleges

\n

College of Lore

\n

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences powerbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

\n

College of Lore Features

\n

3rd Level: @Compendium[sw5e.classfeatures.e9ytGikyLFgwZ5wi]{Bonus Proficiencies} @Compendium[sw5e.classfeatures.5zPmHPQUne7RDfaU]{Cutting Words}

6th Level: @Compendium[sw5e.classfeatures.myBu3zi5eYvQIcuy]{Additional Magical Secrets}

14th Level: @Compendium[sw5e.classfeatures.pquwueEMweRhiWaq]{Peerless Skill}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"],"value":[]},"powercasting":"full","damage":{"parts":[]},"attunement":0},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]},{"_id":"MX29mr6A5oqePYyF","name":"Powercasting (Bard)","type":"feat","data":{"description":{"value":"

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your powers are part of your vast repertoire, magic that you can tune to different situations.

\n

Cantrips

\n

You know two cantrips of your choice from the bard power list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

\n

Power Slots

\n

The Bard table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

For example, if you know the 1st-level power cure wounds and have a 1st-level and a 2nd-level power slot available, you can cast cure wounds using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know four 1st-level powers of your choice from the bard power list.

The Powers Known column of the Bard table shows when you learn more bard powers of your choice. Each of these powers must be of a level for which you have power slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard powers you know and replace it with another power from the bard power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st242--------
2nd253--------
3rd2642-------
4th3743-------
5th38432------
6th39433------
7th3104331-----
8th3114332-----
9th31243331----
10th41443332----
11th415433321---
12th415433321---
13th4164333211--
14th4184333211--
15th41943332111-
16th41943332111-
17th420433321111
18th422433331111
19th422433332111
20th422433332211
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your bard powers. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Ritual Casting

\n

You can cast any bard power you know as a ritual if that power has the ritual tag.

\n

Powercasting Focus

\n

You can use a musical instrument (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your bard powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Bard 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":-100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_29.jpg","effects":[]},{"_id":"AtTEyddbePRRDUtT","name":"Fey Ancestry","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

","chat":"","unidentified":""},"source":"PHB pg. 23, 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Elf, Half-Elf","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"qK44BbnaFcoZMhDn","name":"Half-Elf","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your half-­elf character has some qualities in common with elves and some that are unique to half-­elves.

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age. Half-­elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Half-­elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

\n
\n
\n
\n

Size. Half-­elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

\n
\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-2.jpg","effects":[]}],"effects":[]} +{"_id":"DRjR5iu9lpaIGOhp","name":"Sefris (Half-Elf Warlock)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":8,"proficient":1,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0,"dc":9},"cha":{"value":17,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13}},"attributes":{"ac":{"value":13,"min":0},"hp":{"value":10,"min":0,"max":10,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"cha","death":{"success":0,"failure":0},"encumbrance":{"value":89.8,"max":180,"pct":49.888888888888886,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Sefris's pickpocketing as a child grew into small burglaries and eventually complex heists, using the dark bond with his fiend to aid his exploits. He'll work for anyone who can throw some coin his way.

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Chaotic Neutral","race":"Half-elf","background":"Burglar","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Magical Sleep; Advantage on saving throws against charms"},"languages":{"value":["common","deep","elvish"],"custom":""},"weaponProf":{"value":["sim"],"custom":""},"armorProf":{"value":["lgt"],"custom":""},"toolProf":{"value":["game","thief"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"arc":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"his":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"nat":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"rel":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":1,"override":null,"max":1,"level":1},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":450000,"flags":{},"img":"systems/sw5e/tokens/heroes/WarlockStaff.png","token":{"flags":{},"name":"Sefris","displayName":30,"img":"systems/sw5e/tokens/heroes/WarlockStaff.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"DRjR5iu9lpaIGOhp","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"ARnFQMtJ9j0GCjIR","name":"Background: Burglar","type":"feat","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies: Deception, Stealth

    \n
  • \n
  • \n

    Tool Proficiencies: One type of gaming set, thieves' tools

    \n
  • \n
  • \n

    Equipment: A crowbar, hooded common clothes, thieves' tools, and a belt pouch containing 15 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":2700001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]},{"_id":"AG848KGL5LEw4Oyc","name":"Warlock","type":"class","data":{"description":{"value":"

As a warlock, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • \n
  • Leather armor, any simple weapon, and two daggers
  • \n
\n

Warlock Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesInvocations Known
1st+2@Compendium[sw5e.classfeatures.jTXHaK0vvT5DV3uO]{Otherworldly Patron}, @Compendium[sw5e.classfeatures.x6IJZwr6f0SGral7]{Pact Magic}̶
2nd+2@Compendium[sw5e.classfeatures.8MlxM2nEfE3Q0EVk]{Eldritch Invocations}2
3rd+2@Compendium[sw5e.classfeatures.QwgfIpCN8VWfoUtX]{Pact Boon}2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}2
5th+33rd Level Powers, +1 Invocation3
6th+3Otherworldly Patron feature3
7th+34th Level Powers, +1 Invocation4
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4
9th+45th Level Powers, +1 Invocation5
10th+4Otherworldly Patron feature5
11th+4@Compendium[sw5e.classfeatures.zB77V8BcCJvWVxck]{Mystic Arcanum (6th-Level Power)}5
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, +1 Invocation6
13th+5@Compendium[sw5e.classfeatures.HBn6FXLz7Eiudz0V]{Mystic Arcanum (7th-Level Power)}6
14th+5Otherworldly Patron feature6
15th+5@Compendium[sw5e.classfeatures.knDZR4l4QfLTKinm]{Mystic Arcanum (8th-Level Power)}, +1 Invocation7
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}7
17th+6@Compendium[sw5e.classfeatures.vMxJQEKeK6WwZFaF]{Mystic Arcanum (9th-Level Power)}7
18th+6+1 Invocation8
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}8
20th+6@Compendium[sw5e.classfeatures.0C04rwyvoknvFYiy]{Eldritch Master}8
\n
\n

Your Pact Boon

\n

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.

Pact of the Blade. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.

Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding powers of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

\n
\n

Otherworldly Patrons

\n

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

\n

The Fiend

\n

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

\n

The Fiend Features

\n

1st Level: @Compendium[sw5e.classfeatures.4IHsIcBhAVDt8QjY]{Expanded Power List} @Compendium[sw5e.classfeatures.Jv0zu4BtUi8bFCqJ]{Dark One's Blessing }

6th Level: @Compendium[sw5e.classfeatures.OQSb0bO1yDI4aiMx]{Dark One's Own Luck}

10th Level: @Compendium[sw5e.classfeatures.9UZ2WjUF2k58CQug]{Fiendish Resilience}

14th Level: @Compendium[sw5e.classfeatures.aCUmlnHlUPHS0rdu]{Hurl Through Hell}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","his","itm","inv","nat","rel"],"value":[]},"powercasting":"pact","damage":{"parts":[]},"attunement":0},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/skills/violet_21.jpg","effects":[]},{"_id":"JwVOjcZIuT5bX0fn","name":"Otherworldly Patron","type":"feat","data":{"description":{"value":"

At 1st level, you have struck a bargain with an otherworldly being, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":"PHB pg. 107, 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Warlock 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/affliction_05.jpg","effects":[]},{"_id":"hul0OIdmGyNn0Tae","name":"Pact Magic","type":"feat","data":{"description":{"value":"

Your arcane research and the magic bestowed on you by your patron have given you facility with powers.

\n

Cantrips

\n

You know two cantrips of your choice from the warlock power list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n

Power Slots

\n

The Warlock table shows how many power slots you have. The table also shows what the level of those slots is; all of your power slots are the same level. To cast one of your warlock powers of 1st level or higher, you must expend a power slot. You regain all expended power slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level power slots. To cast the 1st-level power thunderwave, you must spend one of those slots, and you cast it as a 3rd-level power.

\n

Powers Known of 1st Level and Higher

\n

At 1st level, you know two 1st-level powers of your choice from the warlock power list.

The Powers Known column of the Warlock table shows when you learn more warlock powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock power, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock powers you know and replace it with another power from the warlock power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers KnownPower SlotsSlot Level
1st2211st
2nd2321st
3rd2422nd
4th3522nd
5th3623rd
6th3723rd
7th3824th
8th3924th
9th31025th
10th41025th
11th41135th
12th41135th
13th41235th
14th41235th
15th41335th
16th41335th
17th41445th
18th41445th
19th41545th
20th41545th
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your warlock powers, so you use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your warlock powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Warlock 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":2500001,"flags":{},"img":"systems/sw5e/icons/skills/blood_03.jpg","effects":[]},{"_id":"HXTb7dvjjK5M3wmx","name":"Dark One's Blessing ","type":"feat","data":{"description":{"value":"

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod + @classes.warlock.levels","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/skills/affliction_10.jpg","effects":[]},{"_id":"s6ksFNAiSR2Wy20f","name":"Expanded Power List","type":"feat","data":{"description":{"value":"

The Fiend lets you choose from an expanded list of powers when you learn a warlock power. The following powers are added to the warlock power list for you.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Fiend Expanded Powers
Power LevelPowers
1st@Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands}, @Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command}
2nd@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}, @Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray}
3rd@Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}, @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}
4th@Compendium[sw5e.powers.avD5XUtkBPQQR97c]{Fire Shield}, @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}
5th@Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}, @Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow}
","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_40.jpg","effects":[]},{"_id":"TasoirE9YwlLBF2d","name":"Eldritch Blast","type":"power","data":{"description":{"value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 force damage.

The power creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-eerie-1.jpg","effects":[]},{"_id":"L0LN4PLWZtWTziVK","name":"Chill Touch","type":"power","data":{"description":{"value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged power attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-1.jpg","effects":[]},{"_id":"GID7pVSdUUakEfMC","name":"Burning Hands","type":"power","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-2.jpg","effects":[]},{"_id":"edRYqi4qmOrH3Etw","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"tFWyqoQOTGy2tjVQ","name":"Dagger","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":1750001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"gWG0z1fZ1Wh5v4ox","name":"Component Pouch","type":"consumable","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/satchel-leather.jpg","effects":[]},{"_id":"PWzpA5cBPJN2ObHr","name":"Light Crossbow","type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"YhC9uJKyuxTPMNGB","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":true},"sort":1650001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]},{"_id":"EJBzJl2NdChAdgPp","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"CFNsSpQESXydoWIT","name":"Common Clothes","type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]},{"_id":"YhC9uJKyuxTPMNGB","name":"Crossbow Bolt","type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.075,"price":0.02,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"cGloc8QtriPCqkot","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"AunuAQWZl4OW6XhY","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"RbVPCEnvRQRNgalQ","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"Jh3ztSfsO2aMdRCh","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"khqYCCRBDGI6hyPp","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"VPbIxZbUa0Yu83OH","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"jWmSizyaQYCgP2q6","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"QMOVCtfUZ45nbquO","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"Kcl8IOHaqoKSvw5O","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"MtiO1knQLL5GNGlA","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"jCesM4Kt02PWF6W5","name":"Thieves’ Tools","type":"tool","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lockpick.jpg","effects":[]},{"_id":"n4y54n9b3KkJdhLL","name":"Crowbar","type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

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You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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\n
\n
\n

Your half-­elf character has some qualities in common with elves and some that are unique to half-­elves.

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age. Half-­elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Half-­elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

\n
\n
\n
\n

Size. Half-­elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

\n
\n
\n
\n
\n
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","chat":"","unidentified":""},"source":"PHB pg. 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2800001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-2.jpg","effects":[]}],"effects":[]} +{"_id":"K5XFMOiiM9WufwYO","name":"Randal (Human Fighter)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"dex":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":15,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":9,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":11,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":19,"min":0},"hp":{"value":12,"min":0,"max":12,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"int","death":{"success":0,"failure":0},"encumbrance":{"value":144.7,"max":240,"pct":60.29166666666666,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":9},"details":{"biography":{"value":"

Randal worked his way through the ranks of his hometown's guard, ultimately growing restless with city life and wandering off in search of adventure.

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Actor artwork provided by Forgotten Adventures
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    \n
  • Skill Proficiencies: Athletics, Insight
  • \n
  • Languages: Two of your choice
  • \n
  • Equipment: A guard's uniform, a horn with which to summon help, and a pouch containing 10 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":4350001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"qy0pVLQWv8tjWJPR","name":"Horn","type":"tool","data":{"description":{"value":"

A horn, used to sound the alarm and call upon reinforcements in times of need.

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While you are wearing armor, you gain a +1 bonus to AC

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 85; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false},"attunement":0},"sort":4325001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_15.jpg","effects":[]},{"_id":"SFFL6W2FeXR94xJN","name":"Second Wind","type":"feat","data":{"description":{"value":"

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

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Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling.

You gain the following benefits:

\n
    \n
  • You have advantage on attack rolls against a creature you are grappling.
  • \n
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 167","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"STR 13 or higher","recharge":{"value":null,"charged":false},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"6kg0dYblyeGcoclF","name":"Arrows","type":"consumable","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

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A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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A quiver can hold up to 20 arrows.

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Roll of cloth used by traveller to sleep in.

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This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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As a fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • \n
  • (a) a martial weapon and a shield or (b) two martial weapons
  • \n
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Fighter Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.nTjmWbyHweXuIqwc]{Second Wind}
2nd+2@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge}
3rd+2@Compendium[sw5e.classfeatures.ax8M0X0q1GGWM26j]{Martial Archetype}
4th+2@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
7th+3Martial Archetype feature
8th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
9th+4@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable}
10th+4Martial Archetype feature
11th+4@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (2)}
12th+4@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
13th+5@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (2 uses)}
14th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
15th+5Martial Archetype feature
16th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
17th+6@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge (2 uses)}, @Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (3 uses)}
18th+6Martial Archetype feature
19th+6@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (3)}
\n

Martial Archetypes

\n

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

\n

Champion

\n

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

\n

Champion Features

\n

3rd Level: @Compendium[sw5e.classfeatures.YgLQV1O849wE5TgM]{Improved Critical}

7th Level: @Compendium[sw5e.classfeatures.dHu1yzIjD38BvGGd]{Remarkable Athlete}

10th Level: @Compendium[sw5e.classfeatures.kYJsED0rqqqUcgKz]{Additional Fighting Style}

15th Level: @Compendium[sw5e.classfeatures.aVKH6TLn1AG9hPSA]{Superior Critical}

18th Level: @Compendium[sw5e.classfeatures.ipG5yx1tRNmeJfSH]{Survivor}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ani","ath","his","ins","itm","prc","sur"],"value":[]},"powercasting":"none","damage":{"parts":[]},"attunement":0},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/gray_08.jpg","effects":[]},{"_id":"gxGtzolLrAw1A3or","name":"Crowbar","type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

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\n
\n
\n

It’s hard to make generalizations about humans, but your human character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 31","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]}],"effects":[]} +{"_id":"LuYrjmwra2ER4Fbi","name":"Aoth (Human Druid)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":9,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":15,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":14,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":16,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"cha":{"value":11,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":12,"min":0},"hp":{"value":10,"min":0,"max":10,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"wis","death":{"success":0,"failure":0},"encumbrance":{"value":87.1,"max":135,"pct":64.51851851851852,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Aoth lived among animals for so long that he now has difficulty speaking Common. His natural habitat in danger, he decided to join an adventuring group to return balance to his land.

\n
Actor artwork provided by Forgotten Adventures
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A small bell for you to ring.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bell_brass.jpg","effects":[]},{"_id":"L8hf4HtRF3hpT14e","name":"Background: Recluse","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Medicine, Religion
  • \n
  • Tool Proficiencies: Herbalism kit
  • \n
  • Languages: One of your choice
  • \n
  • Equipment: A scroll case, a blanket, common clothes, an herbalism kit, and 5 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]},{"_id":"DPlMjhbZkmNVJrdZ","name":"Blanket","type":"loot","data":{"description":{"value":"

A sheet of blanket to keep you warm at night.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-green.jpg","effects":[]},{"_id":"VaSicu4OB2Rb5IiV","name":"Scroll Case","type":"backpack","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/briefcase.jpg","effects":[]},{"_id":"J0Xm66dc67W3H40l","name":"Common Clothes","type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]},{"_id":"FX6PgZoih5lbqGur","name":"Herbalism Kit","type":"tool","data":{"description":{"value":"

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":3,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herbalism-kit.jpg","effects":[]},{"_id":"EkVpvgSVXUJJd8sz","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"wQlDyAuPxNVwsaeL","name":"Quarterstaff","type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]},{"_id":"efIjMSXJeGHp7JJ2","name":"Club","type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]},{"_id":"xJflRtfyMlGqXJ46","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"Hp6fcWigyhEDAvdY","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"aS5auFMrz8JmQHHd","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"zCMTkV6VLX6SvAKM","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"HIHSYXIcwD6EC0un","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"XY4wR1kxV1nFNLE4","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"28aUiwSg7wlTjZLE","name":"Druidcraft","type":"power","data":{"description":{"value":"

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

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"I0lMMSyrXd6BnHzn","name":"Shillelagh","type":"power","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-jade-1.jpg","effects":[]},{"_id":"cgrUf9R7qzjGJiKz","name":"Animal Friendship","type":"power","data":{"description":{"value":"

This power lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power's duration. If you or one of your companions harms the target, the power ends.

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

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-2.jpg","effects":[]},{"_id":"G1NUYiRzbONM8JY3","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"d5GfeWbhbQjxaebc","name":"Create or Destroy Water","type":"power","data":{"description":{"value":"

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-2.jpg","effects":[]},{"_id":"Jm7NmryByjSIJv1R","name":"Cure Wounds","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"XSHrt4ZiaxGfQNLC","name":"Detect Magic","type":"power","data":{"description":{"value":"

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

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

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

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-2.jpg","effects":[]},{"_id":"ItDBRSum0kOrmztx","name":"Entangle","type":"power","data":{"description":{"value":"

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

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

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"svLywIriFEl67tzX","name":"Faerie Fire","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-jade-2.jpg","effects":[]},{"_id":"xVl92wpbBSI4OAYC","name":"Fog Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-2.jpg","effects":[]},{"_id":"vovqPUlFNdiGdrHU","name":"Goodberry","type":"power","data":{"description":{"value":"

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this power.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A spring of mistletoe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-1.jpg","effects":[]},{"_id":"RZ4SraHCh0WOjavT","name":"Healing Word","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your powercasting ability modifier. This power has no effect on undead or constructs.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"yNSNY4JCAxd5ZYj2","name":"Jump","type":"power","data":{"description":{"value":"

You touch a creature. The creature's jump distance is tripled until the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A grasshopper's hind leg","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-2.jpg","effects":[]},{"_id":"4HiyhUzYaVeGgs5X","name":"Longstrider","type":"power","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-1.jpg","effects":[]},{"_id":"u3shlNW6ZPjKHl8i","name":"Purify Food and Drink","type":"power","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-1.jpg","effects":[]},{"_id":"UCzxOu2UUZG3OiMl","name":"Speak with Animals","type":"power","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]},{"_id":"fRvlrHvqC1A5G5kA","name":"Thunderwave","type":"power","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"p3oldMqy5WWQCmuB","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"u900dGnBWSbjqrjP","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"oCWYgwSdqWcnR3vg","name":"Druid","type":"class","data":{"description":{"value":"

As a druid, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a wooden shield or (b) any simple weapon
  • \n
  • (a) a scimitar or (b) any simple melee weapon
  • \n
  • Leather armor, an explorer’s pack, and a druidic focus
  • \n
\n

Druid Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.LzJ5ayHt0OlSVGxi]{Druidic}, @Compendium[sw5e.classfeatures.i6tPm3FNK13Ftc9v]{Powercasting}
2nd+2@Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape (Max CR 1/4)}, @Compendium[sw5e.classfeatures.u6Du2P9s81SWuGbi]{Druid Circle}
3rd+22nd Level Power Slot
4th+2@Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape (Max CR 1/2)}, @Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+33rd Level Power Slot
6th+3Druid Circle feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape (Max CR 1)}, @Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot
10th+4Druid Circle feature
11th+46th Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power Slot
14th+5Druid Circle feature
15th+58th Level Power Slot
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot
18th+6@Compendium[sw5e.classfeatures.cVDEQo0ow1WJT7Wl]{Timeless Body}, @Compendium[sw5e.classfeatures.xvgPu1O57DgXCM86]{Beast Powers}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.ip4bvmGoz3qkoqes]{Archdruid}
\n

Sacred Plants and Wood

\n

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

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

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

\n

Druids and the Gods

\n

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in @Compendium[srd-rules.srd-rules.2JNtWRo7wMq08bXn]{appendix PH-B} include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

\n

Druid Circles

\n

Circle of the Land

\n

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

\n

Circle of the Land Features

\n

2nd Level: @Compendium[sw5e.classfeatures.lT8GsPOPgRzDC3QJ]{Bonus Cantrip} @Compendium[sw5e.classfeatures.wKdRtFsvGfMKQHLY]{Natural Recovery}

3rd, 5th, 7th, 9th Level: @Compendium[sw5e.classfeatures.YiK59gWSlcQ6Mbdz]{Circle Powers}

6th Level: @Compendium[sw5e.classfeatures.3FB25qKxmkmxcxuC]{Land's Stride (Circle of the Land)}

10th Level: @Compendium[sw5e.classfeatures.OTvrJSJSUgAwXrWX]{Nature's Ward}

14th Level: @Compendium[sw5e.classfeatures.EuX1kJNIw1F68yus]{Nature's Sanctuary}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","ani","ins","med","nat","prc","rel","sur"],"value":[]},"powercasting":"full","damage":{"parts":[]},"attunement":0},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"ase8bS7TFIu2A5G7","name":"Powercasting (Druid)","type":"feat","data":{"description":{"value":"

Drawing on the divine essence of nature itself, you can cast powers to shape that essence to your will.

\n

Cantrips

\n

At 1st level, you know two cantrips of your choice from the druid power list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

\n

Preparing and Casting Powers

\n

The Druid table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these druid powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

You prepare the list of druid powers that are available for you to cast, choosing from the druid power list. When you do so, choose a number of druid powers equal to your Wisdom modifier + your druid level (minimum of one power). The powers must be of a level for which you have power slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level power slots. With a Wisdom of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

You can also change your list of prepared powers when you finish a long rest. Preparing a new list of druid powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known-Power Slots per Power Level-
1st2nd3rd4th5th6th7th8th9th
1st22--------
2nd23--------
3rd242-------
4th343-------
5th3432------
6th3433------
7th34331-----
8th34332-----
9th343331----
10th443332----
11th4433321---
12th4433321---
13th44333211--
14th44333211--
15th443332111-
16th443332111-
17th4433321111
18th4433331111
19th4433332111
20th4433332211
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your druid powers, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

Power attack modifier = your proficiency bonus + your Wisdom modifier

\n

Ritual Casting

\n

You can cast a druid power as a ritual if that power has the ritual tag and you have the power prepared.

\n

Powercasting Focus

\n

You can use a druidic focus (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your druid powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Druid 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/green_09.jpg","effects":[]},{"_id":"s9TjQ4VjDzht25O3","name":"Human","type":"feat","data":{"description":{"value":"
\n
\n
\n

It’s hard to make generalizations about humans, but your human character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 31","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]}],"effects":[]} +{"_id":"b15eyTxZX0mFpxke","name":"Akra (Dragonborn Cleric)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":16,"proficient":0,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"dex":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":15,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":9,"proficient":1,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0,"dc":9}},"attributes":{"ac":{"value":16,"min":0},"hp":{"value":9,"min":0,"max":9,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"wis","death":{"success":0,"failure":0},"encumbrance":{"value":137.70000000000002,"max":240,"pct":57.37500000000001,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":12},"details":{"biography":{"value":"

A devout follower of her deity and of her society's customs, Akra feels somewhat out of place adventuring in foreign lands. But she feels bound to do everything in her power to bring peace to the region.

\n
Actor artwork provided by Forgotten Adventures
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Also starting at 1st level, your healing powers are more effective.

Whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Life Domain 1","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":300000,"flags":{"entityorder":{"order":130}},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]},{"_id":"Ie7NoXMja9wI6xya","name":"Background: Priest","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Insight, Religion
  • \n
  • Languages: Two of your choice
  • \n
  • Equipment: A holy symbol, 5 sticks of incense, prayer book, vestments, a set of common clothes, and a pouch containing 15 gp.
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5300000,"flags":{"entityorder":{"order":221}},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]},{"_id":"tdyV4AWuTMkXbepw","name":"Divine Domain","type":"feat","data":{"description":{"value":"

Choose one domain related to your deity, such as Life. Your choice grants you domain powers and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

\n

Domain Powers

\n

Each domain has a list of powers—its domain powers—that you gain at the cleric levels noted in the domain description. Once you gain a domain power, you always have it prepared, and it doesn’t count against the number of powers you can prepare each day.

If you have a domain power that doesn’t appear on the cleric power list, the power is nonetheless a cleric power for you.

","chat":"","unidentified":""},"source":"PHB pg. 58","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Cleric 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":250000,"flags":{"entityorder":{"order":213},"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.6.5","systemVersion":0.94}},"img":"systems/sw5e/icons/skills/blue_09.jpg","effects":[]},{"_id":"Ra2Z1ujre76weR0i","name":"Holy Symbol","type":"loot","data":{"description":{"value":"

This talisman serves as a powercasting focus, helping the practitioner to channel arcane, primal, or divine energies.

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":3,"price":20,"attunement":0,"equipped":true,"rarity":"","identified":true},"sort":5500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-loop.jpg","effects":[]},{"_id":"74K6TAuSg2xzd209","name":"Stick of Incense","type":"loot","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":5,"weight":0,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bamboo.jpg","effects":[]},{"_id":"mRxDz7yEtvJgpJsO","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":6}}},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"4FozMXUzyFXaB3Ps","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":8}}},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"QBmv3SSCaae2xxzT","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"ehYoem9Oas5sgRUK","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":4}}},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"p9MqgEEsODUHJebP","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"3pLaAsrIUSbFeFDh","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"PzCcpWNIKilXJXMG","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"njMyrs5IpKrRqvI9","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"l46uaz805Fr9lZvU","name":"Scale Mail","type":"equipment","data":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"k2WyjZI9mN5jclTd","name":"Common Clothes","type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]},{"_id":"DNmD3z2JYmCQ203g","name":"Vestments","type":"equipment","data":{"description":{"value":"

Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]},{"_id":"uuucgo72s3ZdzGqs","name":"Shield","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]},{"_id":"eT4j7mNbZGHIUOtT","name":"Mace","type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":true},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]},{"_id":"Yb4Gsfcswu3pZnoR","name":"Crossbow Bolt","type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":19,"weight":0.075,"price":0.02,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"dRVZvSq4EXz8u5sk","name":"Light Crossbow","type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"Yb4Gsfcswu3pZnoR","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":true},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]},{"_id":"NnGvgSxLYDmJ2dQg","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]},{"_id":"uBh2T53zkVF9TAVK","name":"Sacred Flame","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"s6BnEHmPxHUILOGY","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"3Y12TEquZ0Vahjp4","name":"Bless","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]},{"_id":"zE8iRfvZzzkBRyNq","name":"Cure Wounds","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 2 + @item.level","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"0aSxNKhMIZNukfYu","name":"Sanctuary","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":12,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":1750000,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"RktqEnEKCfJFX6lb","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":12,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":550000,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"UtOW9aMCSRpBq7bm","name":"Create or Destroy Water","type":"power","data":{"description":{"value":"

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":575000,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-2.jpg","effects":[]},{"_id":"sSeKgFZ2Vy04Ylpd","name":"Bane","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":12,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-2.jpg","effects":[]},{"_id":"qDRrsexxXkGgrPwk","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"ETkAIY1M1daUtN59","name":"Detect Magic","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"pyo9tvOJwNTB1kxn","name":"Detect Poison and Disease","type":"power","data":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-2.jpg","effects":[]},{"_id":"1sm00rrZ5bvUhwxG","name":"Guiding Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]},{"_id":"SU3BfRRtmHIiHhbR","name":"Healing Word","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your powercasting ability modifier. This power has no effect on undead or constructs.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod + 2 + @item.level","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"},"attunement":0},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"EkWX2kgmkPYtVMyZ","name":"Inflict Wounds","type":"power","data":{"description":{"value":"

Make a melee power Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"attunement":0},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-2.jpg","effects":[]},{"_id":"TNxLsKRriJmXKVxa","name":"Protection from Evil and Good","type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the power consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"RP4tFwCKWdxyu6Ir","name":"Purify Food and Drink","type":"power","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-1.jpg","effects":[]},{"_id":"1qiq0PXvtZ0scBk3","name":"Shield of Faith","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"ngTZ5FkHGxsYo2Ie","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"sa2Az2SjUNScdr5T","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":7}}},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"1qgVPt1uOptTVby1","name":"Prayer Book","type":"loot","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-red.jpg","effects":[]},{"_id":"mw6IsuTGJuGu4Lb9","name":"Cleric","type":"class","data":{"description":{"value":"

As a cleric, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a mace or (b) a warhammer (if proficient)
  • \n
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
  • A shield and a holy symbol
  • \n
\n

Cleric Advancement

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

Divine Domains

\n

Life Domain

\n

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

\n

Life Domain Powers

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

Life Domain Features

\n

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

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

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

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

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

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]},"attunement":0},"sort":5600000,"flags":{},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]},{"_id":"yOIaJoY5w2FxPBNt","name":"Powercasting (Cleric)","type":"feat","data":{"description":{"value":"

As a conduit for divine power, you can cast cleric powers.

\n

Cantrips

\n

At 1st level, you know three cantrips of your choice from the cleric power list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

\n

Preparing and Casting Powers

\n

The Cleric table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

You prepare the list of cleric powers that are available for you to cast, choosing from the cleric power list. When you do so, choose a number of cleric powers equal to your Wisdom modifier + your cleric level (minimum of one power). The powers must be of a level for which you have power slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level power slots. With a Wisdom of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

You can change your list of prepared powers when you finish a long rest. Preparing a new list of cleric powers requires time spent in prayer and meditation: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211
\n

Powercasting Ability

\n

Wisdom is your powercasting ability for your cleric powers. The power of your powers comes from your devotion to your deity. You use your Wisdom whenever a cleric power refers to your powercasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

Power attack modifier = your proficiency bonus + your Wisdom modifier

\n

Ritual Casting

\n

You can cast a cleric power as a ritual if that power has the ritual tag and you have the power prepared.

\n

Powercasting Focus

\n

You can use a holy symbol (see @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}) as a powercasting focus for your cleric powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Cleric 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":225000,"flags":{"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.6.5","systemVersion":0.94}},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]},{"_id":"0geQXeMWTg6cbDvQ","name":"Breath Weapon","type":"feat","data":{"description":{"value":"
\n

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

\n
\n
\n
\n

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Foundry Note: Edit the Details for this feat, so that the damage type, saving throw, and area of effect match those of your Draconic Ancestry.

\n
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil((@details.level/5) + 1))d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"con"},"requirements":"Dragonborn","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"DPYl8D5QtcRVH5XX","name":"Damage Resistance","type":"feat","data":{"description":{"value":"
\n
\n
\n

You have resistance to the damage type associated with your draconic ancestry.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Dragonborn","recharge":{"value":null,"charged":false},"attunement":0},"sort":5900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"kJbsSe2Dht2Tc7ux","name":"Dragonborn","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-­year-­old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

\n
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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)
\n\n
\n
\n
\n

Breath Weapon. @Compendium[sw5e.races.KL7wx9Q8XNJQir0k]{Breath Weapon} You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

\n
\n
\n
\n

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance. @Compendium[sw5e.races.XxCuhIk6hAu6rNB0]{Damage Resistance} You have resistance to the damage type associated with your draconic ancestry.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":5850000,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-1.jpg","effects":[]}],"effects":[]} +{"_id":"bP4nmG9BUqeb5uJs","name":"Morthos (Tiefling Sorcerer)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":14,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"cha":{"value":17,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13}},"attributes":{"ac":{"value":14,"min":0},"hp":{"value":9,"min":0,"max":9,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"cha","death":{"success":0,"failure":0},"encumbrance":{"value":80.8,"max":150,"pct":53.86666666666667,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":13},"details":{"biography":{"value":"

Morthos's investigation into her complex draconic-infernal ancestry led her to an academic life, but it soon became apparent that the fools in charge were keeping many secrets from her.

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Neutral Evil","race":"Tiefling","background":"Scholar","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["fire"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common","draconic","infernal"],"custom":""},"weaponProf":{"value":[],"custom":"Daggers; Darts; Slings; Quarterstaffs; Light Crossbows"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":10,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"arc":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"his":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prc":{"value":1,"ability":"wis","bonus":0,"mod":-1,"passive":11,"prof":2,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"rel":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":2,"override":null,"max":2},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":196875,"flags":{},"img":"systems/sw5e/tokens/heroes/SorcererTiefling.png","token":{"flags":{},"name":"Morthos","displayName":30,"img":"systems/sw5e/tokens/heroes/SorcererTiefling.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"bP4nmG9BUqeb5uJs","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"XQtEeia3Vy7U49Tf","name":"Sorcerer","type":"class","data":{"description":{"value":"

As a sorcerer, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Two daggers
  • \n
\n

Sorcerer Advancement

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LevelProficiency BonusSorcery PointsFeatures
1st+2̶@Compendium[sw5e.classfeatures.oygRF3ZjTv2T7z0Y]{Powercasting}, @Compendium[sw5e.classfeatures.cmRCL9T9UgRYOj1c]{Sorcerous Origins}
2nd+22@Compendium[sw5e.classfeatures.LBKChJY5n02Afhnq]{Font of Magic}
3rd+232nd Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic}
4th+24@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+353rd Level Power Slot
6th+36Sorcerous Origin feature
7th+374th Level Power Slot
8th+38@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+495th Level Power Slot
10th+410@Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
11th+4116th Level Power Slot
12th+412@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+5137th Level Power Slot
14th+514Sorcerous Origin feature
15th+5158th Level Power Slot
16th+516@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+6179th Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
18th+618Sorcerous Origin feature
19th+619@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+620@Compendium[sw5e.classfeatures.F2lEKSmOY0NUruzY]{Sorcerous Restoration}
\n

Sorcerous Origins

\n

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

\n

Draconic Bloodline

\n

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

\n

Draconic Bloodline Features

\n

1st Level: @Compendium[sw5e.classfeatures.EZsonMThTNLZq35j]{Dragon Ancestor} @Compendium[sw5e.classfeatures.MW1ExvBLm8Hg82aA]{Draconic Resilience}

6th Level: @Compendium[sw5e.classfeatures.x6eEZ9GUsuOcEa3G]{Elemental Affinity}

14th Level: @Compendium[sw5e.classfeatures.3647zjKSE9zFwOXc]{Dragon Wings}

18th Level: @Compendium[sw5e.classfeatures.Gsha4bl0apxqspFy]{Draconic Presence}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]},"attunement":0},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_08.jpg","effects":[]},{"_id":"ZBwVbKwDk7Ds7IEW","name":"Powercasting (Sorcerer)","type":"feat","data":{"description":{"value":"

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your powers.

\n

Cantrips

\n

At 1st level, you know four cantrips of your choice from the sorcerer power list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

\n

Power Slots

\n

The Sorcerer table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these sorcerer powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

For example, if you know the 1st-level power burning hands and have a 1st-level and a 2nd-level power slot available, you can cast burning hands using either slot.

\n

Powers Known of 1st Level and Higher

\n

You know two 1st-level powers of your choice from the sorcerer power list.

The Powers Known column of the Sorcerer table shows when you learn more sorcerer powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer powers you know and replace it with another power from the sorcerer power list, which also must be of a level for which you have power slots.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips KnownPowers Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st422--------
2nd433--------
3rd4442-------
4th5543-------
5th56432------
6th57433------
7th584331-----
8th594332-----
9th51043331----
10th61143332----
11th612433321---
12th612433321---
13th6134333211--
14th6134333211--
15th61443332111-
16th61443332111-
17th615433321111
18th615433331111
19th615433332111
20th615433332211
\n

Powercasting Ability

\n

Charisma is your powercasting ability for your sorcerer powers, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer power you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your sorcerer powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]},{"_id":"1vy1CzR5u3C7ZMYu","name":"Sorcerous Origins","type":"feat","data":{"description":{"value":"

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":850000,"flags":{},"img":"systems/sw5e/icons/skills/violet_17.jpg","effects":[]},{"_id":"Bxx0wU1vKktvottW","name":"Dragon Ancestor","type":"feat","data":{"description":{"value":"

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
\n

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":1837500,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"YXRnHS46shcsNZn2","name":"Background: Scholar","type":"feat","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion

    \n
  • \n
  • \n

    Languages: Two of your choice

    \n
  • \n
  • \n

    Equipment: Scholar's robes, a writing kit, a book of lore, and a pouch containing 10 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":4850000,"flags":{},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]},{"_id":"sE2UBHmoGmdjE3RH","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"z4Rz6uNmckgebqsC","name":"Mending","type":"power","data":{"description":{"value":"

This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This power can physically repair a magic item or construct, but the power can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-1.jpg","effects":[]},{"_id":"Qn1pZ1wVXduOdbne","name":"Fire Bolt","type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]},{"_id":"9Mha8wmxXIOvwntc","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"UpKR47HTQGGLmULP","name":"Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this power through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn’t have to follow a straight line and can travel freely around corners or through openings.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"xQKgOPloXkoW8ts8","name":"Burning Hands","type":"power","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-2.jpg","effects":[]},{"_id":"audvJdVofcA58lXi","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]},{"_id":"4oZOGoQdZ0qipEn9","name":"Orb","type":"weapon","data":{"description":{"value":"

This spherical talisman serves as a powercasting focus, helping the practitioner to channel arcane, primal, or divine energies.

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pearl.jpg","effects":[]},{"_id":"tQKD6fqsb4Aiyy5j","name":"Dagger","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":1,"price":2,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"GDbpIHMQgxUgPLdu","name":"Quarterstaff","type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

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Simple or ceremonial wear, often used by priests and other religious figures.

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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Roll of cloth used by traveller to sleep in.

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This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

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A small bottle of ink for writing upon parchment.

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A deviced used in combination with ink to write or draw on a sheet of paper.

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A single sheet of heavier parchment paper.

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A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

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A blunt knife used by the scholarly to open letters and correspondence.

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As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

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You have resistance to fire damage.

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You know the @Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy} cantrip.

When you reach 3rd level, you can cast the @Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke} power as a 2nd-level power once with this trait and regain the ability to do so when you finish a long rest.

When you reach 5th level, you can cast the @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness} power once with this trait and regain the ability to do so when you finish a long rest. Charisma is your powercasting ability for these powers.

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Tieflings share certain racial traits as a result of their infernal descent.

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance. @Compendium[sw5e.races.q71Pe1F8RRtEJt8Q]{Hellish Resistance} You have resistance to fire damage.

Infernal Legacy. @Compendium[sw5e.races.wJc88B8OP1y1xzMw]{Infernal Legacy} You know the @Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy} cantrip. When you reach 3rd level, you can cast the @Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke} power as a 2nd‑level power once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness} power once with this trait and regain the ability to do so when you finish a long rest. Charisma is your powercasting ability for these powers.

Languages. You can speak, read, and write Common and Infernal.

\n
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Always interested in tinkering, Zanna set out for adventure in order to find more powers for her powerbook, and perhaps one day create some of her own.

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You have learned to regain some of your magical energy by studying your powerbook. Once per day when you finish a short rest, you can choose expended power slots to recover. The power slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of power slots. You can recover either a 2nd-level power slot or two 1st-level power slots.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Wizard 1","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":4700000,"flags":{"entityorder":{"order":45}},"img":"systems/sw5e/icons/skills/green_11.jpg","effects":[]},{"_id":"8cNEEgRY0og0XzQ2","name":"Background: Scholar","type":"feat","data":{"description":{"value":"
    \n
  • \n

    Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion

    \n
  • \n
  • \n

    Languages: Two of your choice

    \n
  • \n
  • \n

    Equipment: Scholar's robes, a writing kit, a book of lore, and a pouch containing 10 gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":4800000,"flags":{"entityorder":{"order":130}},"img":"systems/sw5e/icons/skills/light_08.jpg","effects":[]},{"_id":"mI6E2POYgwiy7cSM","name":"Fire Bolt","type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]},{"_id":"uhYFSEVzD5tg6uMC","name":"Light","type":"power","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"oCcyf3P0IaxCdugZ","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"84Oawi5HPhBOGDx8","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A tiny bell and a piece of fine silver wire.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-1.jpg","effects":[]},{"_id":"ozEbNmFadEK91WFj","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":200001,"flags":{"_sheetTab":"description"},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"cxE63DW0jdz0CHOp","name":"Find Familiar","type":"power","data":{"description":{"value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this power again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this power while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a power with a range of touch, your familiar can deliver the power as if it had cast the power. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your action modifier for the roll.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-eerie-2.jpg","effects":[]},{"_id":"WQ4CgSHqsc96egKZ","name":"Mage Armor","type":"power","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/sw5e/icons/powers/protect-blue-1.jpg","effects":[]},{"_id":"7nXQ8YWKiZZ2NUwa","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this power.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]},{"_id":"c5L1mF7UQa5kzg5F","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"ZTaGDK3lSy8a5T1l","name":"Component Pouch","type":"consumable","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/satchel-leather.jpg","effects":[]},{"_id":"EPiw1vnn3pDOdO1m","name":"Quarterstaff","type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]},{"_id":"aJZGeP8AiFrEwgWX","name":"Robes","type":"equipment","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]},{"_id":"wIPWkO6CHUrTw13Y","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"4rrQYmSFohtbkBwH","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"eYEelIdlbOvIRDkK","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":6}}},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"Ps3a8zDFtNoUfJDZ","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":8}}},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"rsSr1FRdaAKl6fpc","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":4}}},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"FQpJpWjX9bsPZvDo","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"zthIyDRa8OLDoBId","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"rTQEtliS3CqxnBPg","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":7}}},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"xxVyo2I5EYUi3cla","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"gIJ6Vm16khwtSS0q","name":"Ink Bottle","type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]},{"_id":"EuWal2U6WQwbDmAL","name":"Ink Pen","type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red.jpg","effects":[]},{"_id":"MNtWDpVTu3jHk8be","name":"Parchment","type":"loot","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/parchment.jpg","effects":[]},{"_id":"i3YAIUu7sNkJUPTU","name":"Book of Lore","type":"loot","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-orange.jpg","effects":[]},{"_id":"23NorZLPXATDYptB","name":"Powerbook","type":"loot","data":{"description":{"value":"

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

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

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

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

Copying a Power into the Book

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

Replacing the Book

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

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

"}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]},{"_id":"rjlTBnXJGxoodrM3","name":"Small Knife","type":"loot","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"XvD7omvVaqEaaW5p","name":"Wizard","type":"class","data":{"description":{"value":"

As a wizard, you gain the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a quarterstaff or (b) a dagger
  • \n
  • (a) a component pouch or (b) an arcane focus
  • \n
  • (a) a scholar’s pack or (b) an explorer’s pack
  • \n
  • A powerbook
  • \n
\n

Wizard Advancement

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

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

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

\n
\n

Your Powerbook

\n

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

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

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

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

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

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

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

\n

Arcane Traditions

\n

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

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

\n

School of Evocation

\n

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

\n

School of Evocation Features

\n

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

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

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

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

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]},"attunement":0},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_13.jpg","effects":[]},{"_id":"xRQDu0GrQB9EpCYM","name":"Powercasting (Wizard)","type":"feat","data":{"description":{"value":"

As a student of arcane magic, you have a powerbook containing powers that show the first glimmerings of your true power.

\n

Cantrips

\n

At 1st level, you know three cantrips of your choice from the wizard power list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

\n

Powerbook

\n

At 1st level, you have a powerbook containing six 1stlevel wizard powers of your choice. Your powerbook is the repository of the wizard powers you know, except your cantrips, which are fixed in your mind.

\n

Preparing and Casting Powers

\n

The Wizard table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

You prepare the list of wizard powers that are available for you to cast. To do so, choose a number of wizard powers from your powerbook equal to your Intelligence modifier + your wizard level (minimum of one power). The powers must be of a level for which you have power slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level power slots. With an Intelligence of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination, chosen from your powerbook. If you prepare the 1st-level power magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.

You can change your list of prepared powers when you finish a long rest. Preparing a new list of wizard powers requires time spent studying your powerbook and memorizing the incantations and gestures you must make to cast the power: at least 1 minute per power level for each power on your list.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCantrips Known—Power Slots per Power Level—
1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211
\n

Powercasting Ability

\n

Intelligence is your powercasting ability for your wizard powers, since you learn your powers through dedicated study and memorization. You use your Intelligence whenever a power refers to your powercasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard power you cast and when making an attack roll with one.

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

Power attack modifier = your proficiency bonus + your Intelligence modifier

\n

Ritual Casting

\n

You can cast a wizard power as a ritual if that power has the ritual tag and you have the power in your powerbook. You don’t need to have the power prepared.

\n

Powercasting Focus

\n

You can use an arcane focus as a powercasting focus for your wizard powers.

\n

Learning Powers of 1st Level and Higher

\n

Each time you gain a wizard level, you can add two wizard powers of your choice to your powerbook for free. Each of these powers must be of a level for which you have power slots, as shown on the Wizard table. On your adventures, you might find other powers that you can add to your powerbook (see the “Your Powerbook” sidebar).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Wizard 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":0,"flags":{"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.6.5","systemVersion":0.94}},"img":"systems/sw5e/icons/skills/fire_06.jpg","effects":[]},{"_id":"hAOdlcKJP3W7zD0p","name":"Artificer's Lore","type":"feat","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rock Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5200000,"flags":{"_sheetTab":"description","entityorder":{"order":98}},"img":"systems/sw5e/icons/skills/mech_5.jpg","effects":[]},{"_id":"z0AzZRlDE0RiB0Vp","name":"Gnome Cunning","type":"feat","data":{"description":{"value":"

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5300000,"flags":{"_sheetTab":"description","entityorder":{"order":141}},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"5hEbhdZm1ozQ3B2g","name":"Tinker","type":"feat","data":{"description":{"value":"

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"hour","cost":1,"condition":"Expend 10 gp worth of materials"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rock Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5400000,"flags":{"entityorder":{"order":222}},"img":"systems/sw5e/icons/skills/mech_8.jpg","effects":[]},{"_id":"zb2ggSgTNtBj8HWl","name":"Gnome","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your gnome character has certain characteristics in common with all other gnomes.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-­‐‑hearted, and even the tricksters among them are more playful than vicious.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Gnome Cunning. @Compendium[sw5e.races.EHhr9umJ5kxJFCQH]{Gnome Cunning} You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 36","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-royal-2.jpg","effects":[]},{"_id":"PaLpYN8wbP0MyP2w","name":"Rock Gnome","type":"feat","data":{"description":{"value":"
\n
\n

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.

\n
\n
\n
\n
\n
\n

Ability Score Increase. Your Constitution score increases by 1.

Artificer’s Lore. @Compendium[sw5e.races.OQA1sHxKnSJq01dL]{Artificer's Lore} Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker. @Compendium[sw5e.races.koRPOLtj8XAFMwnW]{Tinker} You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 36","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Gnome","recharge":{"value":null,"charged":false},"attunement":0},"sort":5100000,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-royal-1.jpg","effects":[]}],"effects":[]} +{"_id":"u1AgS9XSMjfuWKkz","name":"Riswynn (Dwarf Rogue)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":15,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":16,"proficient":0,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"int":{"value":12,"proficient":1,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9}},"attributes":{"ac":{"value":13,"min":0},"hp":{"value":12,"min":0,"max":12,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"int","death":{"success":0,"failure":0},"encumbrance":{"value":95.6,"max":150,"pct":63.733333333333334,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":11},"details":{"biography":{"value":"

Once a well-respected bureaucrat at the dwarven halls, Riswynn dabbled in intruigue, picked up a few tricks, and ran intro trouble with some nobles. She looks to make a name for herself and regain her social status.

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Actor artwork provided by Forgotten Adventures
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    \n
  • Skill Proficiencies: Insight, Persuasion
  • \n
  • Languages: Two of your choice
  • \n
  • Equipment: A set of fine clothes and a pouch containing 5 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":4500001,"flags":{},"img":"systems/sw5e/icons/skills/gray_05.jpg","effects":[]},{"_id":"zyNiKfTqZLSjX1Kc","name":"Fine Clothes","type":"equipment","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]},{"_id":"rUi9OxtfdZLin7Kt","name":"Expertise (Rogue)","type":"feat","data":{"description":{"value":"

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":4400001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_35.jpg","effects":[]},{"_id":"ukt3cUkPZ82u11pD","name":"Sneak Attack","type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(@classes.rogue.levels /2))d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":4100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_27.jpg","effects":[]},{"_id":"G6S2cze0KGmrvlSR","name":"Thieves' Cant","type":"feat","data":{"description":{"value":"

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":4450001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_41.jpg","effects":[]},{"_id":"6xgRF9EHlkdx74gp","name":"Rapier","type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"13NzavzIfxLtAbjF","name":"Arrows","type":"consumable","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.05,"price":0.05,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"tJDTxUqcvlxbZCdo","name":"Shortbow","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"13NzavzIfxLtAbjF","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":true},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]},{"_id":"NkdFTTiYWTcQykxt","name":"Dagger","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"0K1HkL7YtDkM04gh","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"qg7r4WqCCRRBoI7k","name":"Thieves’ Tools","type":"tool","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lockpick.jpg","effects":[]},{"_id":"EKdk3lhxqgPtqHwu","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"Mf7KLdBXylgqsICW","name":"Pouch","type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]},{"_id":"PHLBlkV7IoS51P5v","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"CHrFwjEiZTbIgkvr","name":"Hammer","type":"loot","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]},{"_id":"h4ihDUI7MQVznkxm","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"rpmyWiGevjk354b5","name":"Piton","type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":10,"weight":0.25,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stake.jpg","effects":[]},{"_id":"kHtYigIcUQ4IL9PR","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"SbWMxygkEp4AlSMl","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"8XJJXl8CvQDsNqQo","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"sKonGCDJxc4cwpuS","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"w1ICCmvrQzvkNA5T","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"OPIqh46EdTrNRiZp","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"WtDtpqTRbswqUu1Y","name":"Rogue","type":"class","data":{"description":{"value":"

As a rogue, you have the following class features.

\n

Hit Points

\n

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

\n

Proficiencies

\n

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

\n

Equipment

\n

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

\n
    \n
  • (a) a rapier or (b) a shortsword
  • \n
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • (a) Leather armor, two daggers, and thieves’ tools
  • \n
\n

Rogue Advancement

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

Roguish Archetypes

\n

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

\n

Thief

\n

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

\n

Thief Features

\n

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

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

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

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

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","per","prf","prc","slt","ste"],"value":[]},"powercasting":"none","damage":{"parts":[]},"attunement":0},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/skills/gray_04.jpg","effects":[]},{"_id":"kRWtiPib9MRx9JmN","name":"Dagger (offhand)","type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"OpfHMuWyqcO7LmSt","name":"Crowbar","type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]},{"_id":"VlHHit2a50YCKKTm","name":"Dwarven Resilience","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against poison, and you have resistance against poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5200000,"flags":{},"img":"systems/sw5e/icons/skills/green_07.jpg","effects":[]},{"_id":"0Db7KX5wxDYwiem3","name":"Stonecunning","type":"feat","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5300000,"flags":{},"img":"systems/sw5e/icons/skills/mech_7.jpg","effects":[]},{"_id":"loauVqu6iAKv70b7","name":"Hill Dwarf","type":"feat","data":{"description":{"value":"
\n
\n
\n

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase. Your Wisdom score increases by 1.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

\n
\n
\n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"attunement":0},"sort":5025001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"HXOtd9EqzXbB3e2c","name":"Dwarf","type":"feat","data":{"description":{"value":"
\n

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-­ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience. @Compendium[sw5e.races.ufysTkqet2Ctmtyi]{Dwarven Resilience} You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

\n
\n
\n
\n

Stonecunning. @Compendium[sw5e.races.mQPZDRbUhgYTbXKa]{Stonecunning} Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n
\n
\n
\n
\n

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

\n
\n
\n
\n
\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":4850001,"flags":{},"img":"systems/sw5e/icons/powers/protect-eerie-1.jpg","effects":[]}],"effects":[]} +{"_id":"v6R3VkzQXS0hfgiL","name":"Quillathe (Elf Ranger)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":1,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":17,"proficient":1,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0,"dc":13},"con":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":11,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":13,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":12,"proficient":0,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":14,"min":0},"hp":{"value":12,"min":0,"max":12,"temp":null,"tempmax":null},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"wis","death":{"success":0,"failure":0},"encumbrance":{"value":77.1,"max":120,"pct":64.24999999999999,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":11},"details":{"biography":{"value":"

Quillathe cleanses monsters from her woods as a hobby, but now a new force menaces her land and she must band with adventurers to defeat it.

\n
Actor artwork provided by Forgotten Adventures
","public":""},"alignment":"Chaotic Neutral","race":"High Elf","background":"Monster Hunter","xp":{"value":0,"min":0,"max":300,"pct":0},"appearance":"","trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Magical Sleep; Advantage on saving throws against being charmed"},"languages":{"value":["common","elvish","gnomish"],"custom":""},"weaponProf":{"value":["sim","mar"],"custom":"Longsword; Shortsword; Shortbow; Longbow"},"armorProf":{"value":["lgt","med","shl"],"custom":""},"toolProf":{"value":["navg"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":5,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"rel":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"sur":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"_deprecated":true,"max":0,"value":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"folder":"pK61u9wafV1nLfmS","sort":199219,"flags":{},"img":"systems/sw5e/tokens/heroes/RangerBow.png","token":{"flags":{},"name":"Quillathe","displayName":30,"img":"systems/sw5e/tokens/heroes/RangerBow.png","tint":"","width":1,"height":1,"scale":0.9,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"v6R3VkzQXS0hfgiL","actorLink":true,"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.ac.value"},"randomImg":false},"items":[{"_id":"DMZMUHFZBv5nf2s9","name":"Background: Monster Hunter","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Acrobatics, Nature, Investigation
  • \n
  • \n

    Tool Proficiencies: Navigator's Tools

    \n
  • \n
  • \n

    Equipment: An Explorer's Pack, and 5gp

    \n
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5418750,"flags":{},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]},{"_id":"8bLvluzgMJZEeJHi","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"gO2Dz4cALMnDMHQi","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"gewb6wFlCK7GB6bB","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"Cp2SKVYUXCVD1oHX","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"FWLXlxd0ukipZhm9","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"GqfDVqVqyUh1Gquv","name":"Arrows","type":"consumable","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.05,"price":0.05,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"2SADpLv8xKIB670L","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"jcUcMlzyQ2U071dZ","name":"Quiver","type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]},{"_id":"qKjB82iZnzgQTRHr","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"lbeVmFOH3ZzSRn7V","name":"Longbow","type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"GqfDVqVqyUh1Gquv","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":true},"sort":4950000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]},{"_id":"I8rPY9dlB3bLYldj","name":"Shortsword","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"b3UyJrq6b1ZBfEoC","name":"Shortsword (offhand)","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":4925000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]},{"_id":"mRvomqrLmy8uf8wl","name":"Favored Enemy","type":"feat","data":{"description":{"value":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

If you wish, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level: Fiends
  • \n
  • 6th level
  • \n
  • 14th level
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Ranger 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":5415625,"flags":{},"img":"systems/sw5e/icons/skills/violet_22.jpg","effects":[]},{"_id":"D7IGM9KYqgwfQRkA","name":"Natural Explorer","type":"feat","data":{"description":{"value":"

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • Your group can't become lost except by magical means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • \n
\n

You choose additional favored terrain types at 6th and 10th level.

If it would be helpful, manually edit this entry and make a note of your choices here:

\n
    \n
  • 1st level: Forest
  • \n
  • 6th level
  • \n
  • 10th level
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Ranger 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":5412500,"flags":{},"img":"systems/sw5e/icons/skills/nature_01.jpg","effects":[]},{"_id":"bVQGWotJfFXfKBA3","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

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

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"BsxUzxVoE4A4Yajo","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"WhXl1O0JMkPKi6hz","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"Hvhlju9xqywl3l0Z","name":"Ranger","type":"class","data":{"description":{"value":"

As a ranger, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) scale mail or (b) leather armor
  • \n
  • (a) two shortswords or (b) two simple melee weapons
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A longbow and a quiver of 20 arrows
  • \n
\n

Ranger Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.u6xV3Ki3TXRrD7zg]{Powercasting}
3rd+2@Compendium[sw5e.classfeatures.1dJHU48yNqn3lcfx]{Ranger Archetype}, @Compendium[sw5e.classfeatures.kaHcUGiwi8AtfZIm]{Primeval Awareness}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvements}
7th+3Ranger Archetype feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.C5fzaOBc6HxyOWRn]{Land's Stride}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvement}, @Compendium[sw5e.classfeatures.r0unvWK0lPsDthDx]{Hide in Plain Sight}
11th+4Ranger Archetype feature
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.DhU2dWCNnX78TstR]{Vanish}
15th+5Ranger Archetype feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6@Compendium[sw5e.classfeatures.QBVmY56RMQuh6C8h]{Feral Senses}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.3CaP1vFHVR8LgHjx]{Foe Slayer}
\n

Ranger Archetypes

\n

A classic expression of the ranger ideal is the Hunter.

\n

Hunter

\n

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

\n

Hunter Features

\n

3rd Level: @Compendium[sw5e.classfeatures.wrxIW5sDfmGr3u5s]{Hunter's Prey}

7th Level: @Compendium[sw5e.classfeatures.WgQrqjmeyMqDzVt3]{Defensive Tactics}

11th Level: @Compendium[sw5e.classfeatures.7zlTRRXT1vWSBGjX]{Multiattack}

15th Level: @Compendium[sw5e.classfeatures.a0Sq88dgnREcIMfl]{Superior Hunter's Defense}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"],"value":[]},"powercasting":"half","damage":{"parts":[]},"attunement":0},"sort":5525000,"flags":{},"img":"systems/sw5e/icons/skills/green_01.jpg","effects":[]},{"_id":"9RMRzjKqbGDsSXtO","name":"Fey Ancestry","type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

","chat":"","unidentified":""},"source":"PHB pg. 23, 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Elf, Half-Elf","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5825000,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"ZrMuDdfHM9ZkKc24","name":"Elf","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-­expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

\n
\n
\n
\n

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

\n
\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 23","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":5621875,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]},{"_id":"BswrpoIHKoj3T2o7","name":"High Elf","type":"feat","data":{"description":{"value":"
\n
\n
\n

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-­elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the wizard power list. Intelligence is your powercasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choice.

\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 23","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Elf","recharge":{"value":null,"charged":false},"attunement":0},"sort":5723438,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-3.jpg","effects":[]}],"effects":[]} +{"_id":"yaxOpEDtDzn67I48","name":"Krusk (Half-Orc Paladin)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":17,"proficient":0,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"dex":{"value":8,"proficient":0,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"con":{"value":14,"proficient":0,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":10,"proficient":0,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":12,"proficient":1,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":14,"proficient":1,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":18,"min":0},"hp":{"value":12,"min":0,"max":12,"temp":null,"tempmax":null},"init":{"value":null,"bonus":"0","mod":-1,"prof":0,"total":"-10"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"cha","death":{"success":0,"failure":0},"encumbrance":{"value":142,"max":255,"pct":55.68627450980392,"encumbered":true},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"powerdc":12},"details":{"biography":{"value":"

Roaming the land brigning justice to all, Krusk has just one goal: the destruction of evil wherever it lies.

\n
Actor artwork provided by Forgotten Adventures
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An amulet depicting a symbol representing a deity through which a true believer can call forth their power and in doing so spread the faith.

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-blue.jpg","effects":[]},{"_id":"z5rKywjIFzidberh","name":"Background: Local Champion","type":"feat","data":{"description":{"value":"
    \n
  • Skill Proficiencies: Animal Handling, Survival
  • \n
  • Tool Proficiencies: Artisan’s tools, vehicles (land)
  • \n
  • Equipment: A set of artisan’s tools, common clothes, and a pouch containing 10 gp
  • \n
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":300000,"flags":{"_sheetTab":"details","entityorder":{"order":186}},"img":"systems/sw5e/icons/skills/yellow_13.jpg","effects":[]},{"_id":"k2pdPkmjujUh9mRl","name":"Divine Sense","type":"feat","data":{"description":{"value":"

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the @Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow} power.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

**Foundry note: Note the limited uses is set to the base default of 1 per long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"lr","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Paladin 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":3300000,"flags":{"_sheetTab":"description","entityorder":{"order":164}},"img":"systems/sw5e/icons/skills/light_02.jpg","effects":[]},{"_id":"eA81yYSjX5lu5xqR","name":"Lay on Hands","type":"feat","data":{"description":{"value":"

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Foundry Note: This has been configured to use the first of the three generic Resource Pools on the Attributes page.

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":"Target cannot be Undead or a Construct."},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","type":"lr"},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Paladin 1","recharge":{"value":null,"charged":false},"attunement":0},"sort":3400000,"flags":{"_sheetTab":"description","entityorder":{"order":161}},"img":"systems/sw5e/icons/skills/light_10.jpg","effects":[]},{"_id":"wKzMNfJSgCUaqpHG","name":"Javelin (melee)","type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"PzYFkgoa8KpZwUWe","name":"Javelin (thrown)","type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"REOAERyAiCBpCA7V","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"REOAERyAiCBpCA7V","name":"Javelin","type":"consumable","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":5,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]},{"_id":"h9ta6MMHygQtSvhd","name":"Love Letter","type":"loot","data":{"description":{"value":"

A love letter sent by an admirer.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-cursed.jpg","effects":[]},{"_id":"7GbdWRRe8GyKGVYk","name":"Chain Mail","type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"jAp8oEZymuFqMEME","name":"Shield","type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]},{"_id":"JVygpNYgNviQlQDL","name":"Longsword","type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":15,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]},{"_id":"QDJj8gNDG3fapNIZ","name":"Hempen Rope (50 ft.)","type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":1000000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":8}}},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]},{"_id":"E0S0CJRUih4rZUTx","name":"Mess Kit","type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":900000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":4}}},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]},{"_id":"XDOhevGrWTwftiiM","name":"Bedroll","type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":800000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":6}}},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]},{"_id":"eIMlGbeDuYjjEGRH","name":"Waterskin","type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]},{"_id":"XeDU0JtxGcNBjXer","name":"Backpack","type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]},{"_id":"IPeL1J71CbP6s5y5","name":"Smith's Tools","type":"tool","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":20,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":1,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]},{"_id":"zk8hxPzKFTDZWVED","name":"Tinderbox","type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"grGg87yIxTTxoPTA","name":"Torch","type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{"asw5e":{"itemInfo":{"type":"item","idx":7}}},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]},{"_id":"WuNY7UdTCjUEpGlU","name":"Rations","type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":10,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]},{"_id":"U9ppcPcWfdic6aF8","name":"Paladin","type":"class","data":{"description":{"value":"

As a paladin, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

\n

Equipment

\n

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

\n
    \n
  • (a) a martial weapon and a shield or (b) two martial weapons
  • \n
  • (a) five javelins or (b) any simple melee weapon
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
  • Chain mail and a holy symbol
  • \n
\n

Paladin Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.E8ozg8avUVOX9N7u]{Divine Sense}, @Compendium[sw5e.classfeatures.OdrvL3afwLOPeuYZ]{Lay on Hands}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.ihoQHsmVZlyDbPhX]{Powercasting}, @Compendium[sw5e.classfeatures.ySMPQ6zNSlvkrl2f]{Divine Smite}
3rd+2@Compendium[sw5e.classfeatures.dY9yrqkyEDuF0CG2]{Divine Health}, @Compendium[sw5e.classfeatures.olAqNsUTIef9x8xC]{Sacred Oath}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.carGDhkIdoduTC0I]{Aura of Protection}
7th+3Sacred Oath feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.nahSkBO6LH4HkpaT]{Aura of Courage}
11th+4@Compendium[sw5e.classfeatures.FAk41RPCTcvCk6KI]{Improved Divine Smite}
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.U7BIPVPsptBmwsnV]{Cleansing Touch}
15th+5Sacred Oath feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6Aura improvements
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6Sacred Oath feature
\n

Sacred Oaths

\n

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

\n

Oath of Devotion

\n

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

\n

Oath Powers

\n

You gain oath powers at the paladin levels listed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelPowers
3rd@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}, @Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary}
5th@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}
9th@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}
13th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}
17th@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}, @Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}
\n

Channel Divinity

\n

When you take this oath at 3rd level, you gain the following two @Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Channel Divinity} options.

@Compendium[sw5e.classfeatures.xNN0JMKqlG4hKVYu]{Channel Divinity: Sacred Weapon}

@Compendium[sw5e.classfeatures.ZdwGlsJNtc7pGFCd]{Channel Divinity: Turn the Unholy}

\n

Breaking Your Oath

\n

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"powercasting":"half","damage":{"parts":[]},"attunement":0},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]},{"_id":"JdhpBDti3h3tNZai","name":"Relentless Endurance","type":"feat","data":{"description":{"value":"

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"special","cost":null,"condition":"When you are reduced to 0 hit points"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Half-Orc","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5000000,"flags":{"entityorder":{"order":8}},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]},{"_id":"Md0yW4QscE770F7W","name":"Savage Attacks","type":"feat","data":{"description":{"value":"

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Half-Orc","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10},"attunement":0},"sort":5100000,"flags":{"entityorder":{"order":118}},"img":"systems/sw5e/icons/skills/weapon_27.jpg","effects":[]},{"_id":"QX131bK0iuunr5uE","name":"Half-Orc","type":"feat","data":{"description":{"value":"
\n
\n
\n

Your half-­orc character has certain traits deriving from your orc ancestry.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Half-­orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Half-­orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-­orcs raised among orcs and willing to live out their lives among them are usually evil.

Size. Half-­orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Menacing. You gain proficiency in the Intimidation skill.

Relentless Endurance. @Compendium[sw5e.races.97c8i9Z28thvZuA8]{Relentless Endurance} When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

\n
\n
\n
\n

Savage Attacks. @Compendium[sw5e.races.0kUsT4sMUOr5FcoX]{Savage Attacks} When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

\n
\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":5050000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_22.jpg","effects":[]}],"effects":[]} diff --git a/packs/items.db b/packs/items.db index e357b96e..8387e3bf 100644 --- a/packs/items.db +++ b/packs/items.db @@ -1,799 +1,798 @@ -{"_id":"00BggOkChWztQx6R","name":"Studded Leather Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":24045,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":15,"dex":null},"strength":null,"stealth":false,"proficient":false},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} -{"_id":"07R6JFioylOCpVoL","name":"Frost Brand Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":3,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} -{"_id":"09i8r1UmzDSKiZ9g","name":"Glaive +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"0E565kQUBmndJ1a2","name":"Dagger","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} -{"_id":"0G5LSgbb5NTV4XC7","name":"Ioun Stone of Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Strength. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gemstone-blue.jpg","effects":[]} -{"_id":"0LVFLPmsu1b2vf8E","name":"Flail +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"0NoBBP3MMkvJlwZY","name":"Candle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/candle.jpg","effects":[]} -{"_id":"0ZBWwjFz3nIAXMLW","name":"Jug","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":4,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/jug.jpg","effects":[]} -{"_id":"0d08g1i5WXnNrCNA","name":"Tinker's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":10,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/skills/mech_7.jpg","effects":[]} -{"_id":"10ZP2Bu3vnCuYMIB","name":"Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"15","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"ver":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} -{"_id":"14pNRT4sZy9rgvhb","name":"Hammer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]} -{"_id":"159agyOuBHCl2WKd","name":"Adamantine Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":40,"price":1250,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false},"sort":4700001,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"18fbyArtidKzON01","name":"Wand of Magic Detection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic} power from it. The wand regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d3","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} -{"_id":"1J0dsxyKRhVXYQf5","name":"Ring of Invisibility","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a power, or until you use a bonus action to become visible again.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":10000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-ruby.jpg","effects":[]} -{"_id":"1KMSpOSU0EliUBm2","name":"Potion of Storm Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 29 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":2000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-blue.jpg","effects":[]} -{"_id":"1Lxk6kmoRhG8qQ0u","name":"Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} -{"_id":"1PMaZR6CX8fUnOZd","name":"Vicious Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"1RwJWOAeyoideLKe","name":"Orb of Dragonkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

\n

As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

\n

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

\n

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

\n

While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

\n

While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts @Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion} on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.

\n

Random Properties. An Orb of Dragonkind has the following random properties (see DMG pg. 219-21): 

\n
    \n
  • 2 minor beneficial properties 
  • \n
  • 1 minor detrimental property
  • \n
  • 1 major detrimental property
  • \n
\n

Powers. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following powers (save DC 18) from it: 

\n
    \n
  • @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} (5th-level version, 3 charges)
  • \n
  • @Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight} (1 charge)
  • \n
  • @Compendium[sw5e.powers.VtCXMdyM6mAdIJZb]{Death Ward} (2 charges)
  • \n
  • @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying} (3 charges).
  • \n
  • You can also use an action to cast the @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic} power from the orb without using any charges.
  • \n
\n

Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.

\n

Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A @Compendium[sw5e.powers.HBHbOGKNVVprSlwn]{Disintegrate} power or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

","chat":"","unidentified":""},"source":"DMG. pg 225","quantity":1,"weight":5,"price":500000,"attuned":false,"equipped":false,"rarity":"Artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":7,"max":7,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-air.jpg","effects":[]} -{"_id":"1kihEfn9QppB34ee","name":"Maul +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} -{"_id":"1taRIMF9w7jpnonN","name":"Wand of Magic Missiles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} power from it. For 1 charge, you cast the 1st-level version of the power. You can increase the power slot level by one for each additional charge you expend.

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} -{"_id":"23y8FvWKf9YLcnBL","name":"Gaming Set of Dragonchess","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item is a complete set of dragonchess pieces and board. The board can also be used for variations of draughts and checkers.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-carving.jpg","effects":[]} -{"_id":"296Zgo9RhltWShE1","name":"Stone of Good Luck (Luckstone)","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":0.1,"price":4200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-yellow.jpg","effects":[]} -{"_id":"29e6gHwWKNLaRUoz","name":"Rope of Climbing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

\n

If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

\n

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. A bonus action to move one end 10 ft."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":20,"max":20,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]} -{"_id":"2BYm8to5KldN8eYu","name":"Tome of Clear Thought","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 208","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-yellow.jpg","effects":[]} -{"_id":"2CQnAvn06bncXPBt","name":"Mace +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"2Lkub0qIwucWEfp3","name":"Nine Lives Stealer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} -{"_id":"2YNqk5zm9jDTvd7q","name":"Sphere of Annihilation","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

\n

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

\n

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

\n

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

\n

If the sphere comes into contact with a planar portal, such as that created by the @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate} power, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-50The sphere is destroyed.
51-85The sphere moves through the portal into the extradimensional space.
86-00A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":0,"price":15000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"An uncontrolled sphere requires a DC 25 Intelligence (Arcana) check."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

\n

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

\n

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 テ・your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

\n

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

\n

If the sphere comes into contact with a planar portal, such as that created by the @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate} power, or an extradimensional space, such as that within a @Compendium[sw5e.items.rvxGvcUzoQXVNbAu]{Portable Hole}, the GM determines randomly what happens, using the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-50The sphere is destroyed.
51-85The sphere moves through the portal into the extradimensional space.
86-00A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
"}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/violet_12.jpg","effects":[]} -{"_id":"2YbuclKfhDL0bU4u","name":"Chest","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A chest holds 12 cubic feet or 300 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":300,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/chest-dark.jpg","effects":[]} -{"_id":"2YdfjN1PIIrSHZii","name":"War Pick","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} -{"_id":"2ksm2KXCY3vBHTAx","name":"Robe of Useful Items","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

\n

The robe has the following patches:

\n
    \n
  • x2 Dagger patches
  • \n
  • x2 Bullseye lantern (filled and lit) patches
  • \n
  • x2 Steel mirror patches
  • \n
  • x2 10-foot pole patches
  • \n
  • x2 Hempen rope (50 feet, coiled) patches
  • \n
  • x2 Sack patches
  • \n
\n

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Patch
01-08Bag of 100 gp
09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22Iron door (up to 10 feet wide and high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
23-3010 gems worth 100 gp each
31-44Wooden ladder (24 feet long)
45-51A riding horse with saddle bags
52-59Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-684 potions of healing
69-75Rowboat (12 feet long)
76-83Power scroll containing one power of 1st to 3rd level
84-902 @Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}s
91-96Window (2 feet by 4 feet, up to 2 feet deep) which you can place on a vertical surface you can reach
97-00Portable ram
\n

Foundry note: the Other Formula has been set to calculate the 4d4 patches if required.

\n

Additionally, it is recommended to delete items here as necessary to track patches left.

\n

The price guide has been calculated at 5*item for the maximum number of items possible.  Please adjust as necessary to reflect the number of patches and the DM's world economy.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":1,"price":140,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"4d4","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

\n

The robe has the following patches:

\n
    \n
  • x2 @Compendium[sw5e.items.0E565kQUBmndJ1a2]{Dagger} patches
  • \n
  • x2 @Compendium[sw5e.items.UkWdyJYQTfVX2cJW]{Bullseye Lantern} (filled and lit) patches
  • \n
  • x2 @Compendium[sw5e.items.HZsvDPmvysQKGzGy]{Steel Mirror} patches
  • \n
  • x2 10-foot @Compendium[sw5e.items.tut1jbW3UCsrUjCG]{Pole} patches
  • \n
  • x2 @Compendium[sw5e.items.QXmaarJ4X8P0C1HV]{Hempen Rope} (50 feet, coiled) patches
  • \n
  • x2 @Compendium[sw5e.items.CNdDj8dsXVpRVpXt]{Sack} patches
  • \n
\n

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Patch
01-08Bag of 100 gp
09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22Iron door (up to 10 feet wide and high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
23-3010 gems worth 100 gp each
31-44Wooden ladder (24 feet long)
45-51A @Compendium[sw5e.monsters.rz8UTUnFT87BsAFR]{Riding Horse} with saddle bags
52-59Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-684 @Compendium[sw5e.items.ytlsBjYsZ7OBSEBs]{Potions of Healing}
69-75Rowboat (12 feet long)
76-83Power scroll containing one power of 1st to 3rd level
84-902 @Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiffs}
91-96Window (2 feet by 4 feet, up to 2 feet deep) which you can place on a vertical surface you can reach
97-00Portable ram
\n

Foundry note: the Other Formula has been set to calculate the 4d4 patches if required.

\n

Additionally, it is recommended to delete items here as necessary to track patches left.

\n

The price guide has been calculated at 5*item for the maximum number of items possible.  Please adjust as necessary to reflect the number of patches and the DM's world economy.

\n

 

"},"consume":{"type":"","target":"","amount":null}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]} -{"_id":"2mvXGvDmHHhzbT04","name":"Horseshoes of a Zephyr","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":8,"price":1500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horseshoe.jpg","effects":[]} -{"_id":"2veAOEyfbDJuxR8Y","name":"Ring of Warmth","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} -{"_id":"2wK9ImkAeG3Lzxa0","name":"Scimitar +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} -{"_id":"2wxqnjpnPmkpPCC5","name":"Ring of Evasion","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-eye.jpg","effects":[]} -{"_id":"34YKlIJVVWLeBv7R","name":"Potion of Cold Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-blue.jpg","effects":[]} -{"_id":"3ALOhh6JNInIK4o7","name":"Necklace of Fireballs","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level  Fireball power (save DC 15).

\n

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

\n

**Foundry note: the 9 charges represent the maximum number of beads possible to find; please adjust as required. The Other Formula button can be used to roll the additional damage for extra beads thrown.

\n

Additionally, here is a price guide depending on the number of beads still remaining. These prices are a guide only and should be adjusted accordingly to reflect the Dungeon Master's world:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Beads

\n
Price (gp)
830,720
715,360
67680
53840
41600
3960
2480
1300
","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":61440,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"1d6","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-red.jpg","effects":[]} -{"_id":"3FNyS6DeCBZzFbqU","name":"Vorpal Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_16.jpg","effects":[]} -{"_id":"3OXueEpvDDCVfGFA","name":"Fine Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"3Q6rw9kAMf6F1SW5","name":"Hand Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"3TWT5bv3z5zGUZCe","name":"Gauntlets of Ogre Power","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]} -{"_id":"3X7vdOjnCSpi40yn","name":"Ring of Fire Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a garnet stone that seems to glow when it catches the light.

\n

You have resistance to fire damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} -{"_id":"3YH1o1Wa4gcdN3fh","name":"Pike +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} -{"_id":"3YSUIp4eFo26YxJr","name":"Ball Bearings","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can spill these 1,000 tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1000,"weight":0.002,"price":0.001,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-earth.jpg","effects":[]} -{"_id":"3b0RvGi0TnTYpIxn","name":"Stick of Incense","permission":{"default":0},"type":"loot","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bamboo.jpg","effects":[]} -{"_id":"3c7JXOzsv55gqJS5","name":"Arrows","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.05,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"attributes":{"powerdc":10},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]} -{"_id":"3cymOVja8jXbzrdT","name":"Longbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} -{"_id":"3gynWO9sN4OLGMWD","name":"Sling","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} -{"_id":"3h3ZU6qmQs18FfkA","name":"Mithral Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":20,"price":850,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"3nVvaHVfHsgwGlkL","name":"Small Knife","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} -{"_id":"3rCO8MTIdPGSW6IJ","name":"Dart","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} -{"_id":"3uEyuCfnAzGkwAn5","name":"Sealing Wax","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/candle-melted.jpg","effects":[]} -{"_id":"419eNv7xp2p7Xlo5","name":"Blanket","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A sheet of blanket to keep you warm at night.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-green.jpg","effects":[]} -{"_id":"41kYCmKq0PbGVKaM","name":"Figurine of Wondrous Power Ivory Goat of Travail","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Travail becomes a @Compendium[sw5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat} for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":3,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-tusk-bloody.jpg","effects":[]} -{"_id":"44XNWmMGnwXn7bNW","name":"Pearl of Power","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a powercaster)

\n

While this pearl is on your person, you can use an action to speak its command word and regain one expended power slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pearl.jpg","effects":[]} -{"_id":"466j8hy4AiENMHVQ","name":"Plate Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":25500,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":21,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"46ikeR4RrSim6DsN","name":"Talisman of the Sphere","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

When you make an Intelligence (Arcana) check to control a Sphere of Annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a Sphere of Annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"int","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20 + @mod + @attributes.prof + @attributes.prof",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item, (requires attunement)

\n

When you make an Intelligence (Arcana) check to control a Sphere of Annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a @Compendium[sw5e.items.2YNqk5zm9jDTvd7q]{Sphere of Annihilation}, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 テ・your Intelligence modifier.

"}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/violet_05.jpg","effects":[]} -{"_id":"4MeSq8KcF7KK7emF","name":"Vicious Light Hammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This sturdy hammer is small enough to be nimbly wielded or used in combination with another weapon.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} -{"_id":"4MtQKPn9qMWCFjDA","name":"Quiver","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]} -{"_id":"4ZiJsDTRA1GgcWKP","name":"Potion of Stone Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-green.jpg","effects":[]} -{"_id":"4sR5HOah6KwVPHOb","name":"Wand of Web","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the @Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web} power (save DC 15) from it.

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} -{"_id":"50N8zf58FR4JWR05","name":"Amulet of Proof against Detection and Location","permission":{"default":0},"type":"equipment","data":{"description":{"value":"
\n
Wondrous Item (requires attunement)
\n
 
\n
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
\n
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false},"sort":5100001,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-blue.jpg","effects":[]} -{"_id":"59pjg8FGM4GG4Fdd","name":"Dagger +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} -{"_id":"5Jz5w7XJxgtlsx6K","name":"Vicious Dagger","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} -{"_id":"5KiRtMMSTnJmMtBr","name":"Crystal Ball of Telepathy","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The crystal ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying} power (save DC 17) with it.

\n

While Scrying with the Crystal Ball, you can communicate telepathically with creatures you can see within 30 feet of the power's sensor. You can also use an action to cast the @Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion} power (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends.

\n

Once used, the Suggestion power of the Crystal Ball can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-water.jpg","effects":[]} -{"_id":"5Rxo4K9cgpwgW9vZ","name":"Wand of Enemy Detection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

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

\n

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

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

(Requires attunement)

\n

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

\n

You have resistance to poison damage while wearing this ring.

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

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

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

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

\n

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

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

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

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

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

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

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} -{"_id":"63nb14yQRJMc4bIn","name":"Philter of Love","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

\n

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":90,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-5.jpg","effects":[]} -{"_id":"66UkbfH0PVwo4HgA","name":"Robe of Stars","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

\n

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} as a 5th-level power.

\n

Daily at dusk, 1d6 removed stars reappear on the robe.

\n

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":60000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d4","force"],["7","force"]],"versatile":""},"formula":"1d6","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_16.jpg","effects":[]} -{"_id":"698gLyJ4JKVVMF53","name":"Padded Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":6005,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"69Dpr25pf4BjkHKb","name":"Musical Instrument: Drum","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A drum, of any variety, to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":6,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/drum.jpg","effects":[]} -{"_id":"6I5lt8KheTsAE4Zr","name":"Sling +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} -{"_id":"6JbrdSg5YYbs9ANm","name":"Vicious Maul","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This heavy two-handed mace crushes metal and bone with thunderous force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":10,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} -{"_id":"6MDTnMG4Hcw7qZsy","name":"Ioun Stone of Sustenance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Sustenance. You don't need to eat or drink while this clear spindle orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/coral-tan.jpg","effects":[]} -{"_id":"6OIw31CDF6mAwFnd","name":"Bolt of Slaying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A Bolt of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Bolts of Dragon Slaying and Bolts of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

\n

Once a Bolt of Slaying deals its extra damage to a creature, it becomes a nonmagical bolt.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.075,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"attributes":{"powerdc":10},"consumableType":"ammo"},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_01.jpg","effects":[]} -{"_id":"6ai1pEde3iQX30Fr","name":"Cubic Gate","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.

\n

You can use an action to press one side of the cube to cast the @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate} power with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the @Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift} power (save DC 17) with the cube and transport the targets to the plane keyed to that side.

\n

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 160","quantity":1,"weight":0.1,"price":40000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/runestone-dwarven.jpg","effects":[]} -{"_id":"6n8J07mFo8xs11vS","name":"Dancing Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} -{"_id":"6ndqUhOySYVVQ5on","name":"Halberd +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"6pjaQzbtxQTuQ4RW","name":"Rod of Absorption","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

While holding this rod, you can use your reaction to absorb a power that is targeting only you and not with an area of effect. The absorbed power's effect is canceled, and the power's energy not the power itself - is stored in the rod. The energy has the same level as the power when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a power that the rod can't store, the rod has no effect on that power.

\n

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of power energy it currently has stored.

\n

If you are a powercaster holding the rod, you can convert energy stored in it into power slots to cast powers you have prepared or know. You can create power slots only of a level equal to or lower than your own power slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the power as normal. For example, you can use 3 levels stored in the rod as a 3rd-level power slot.

\n

A newly found rod has 1d10 levels of power energy stored in it already. A rod that can no longer absorb power energy and has no energy remaining becomes nonmagical.

\n

**Foundry note: the rod currently has the maximum 10 charges for a newly found rod. Adjust as required.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":50000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"reaction","cost":1,"condition":"Power slots created can be no higher than 5th level."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":10,"max":50,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_15.jpg","effects":[]} -{"_id":"6rocoBx5jdzG1QQH","name":"Healer's Kit","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herb-bag.jpg","effects":[]} -{"_id":"7FEcfqz1piPHN1tV","name":"Ioun Stone of Greater Absorption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a power of 8th level or lower cast by a creature you can see and targeting only you.

\n

Once the stone has canceled 50 levels of powers, it burns out and turns dull gray, losing its magic. If you are targeted by a power whose level is higher than the number of power levels the stone has left, the stone can't cancel it.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":31000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":50,"max":50,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-green.jpg","effects":[]} -{"_id":"7FLs8qIGdOFnz9oL","name":"Lantern of Revealing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lantern.jpg","effects":[]} -{"_id":"7Yqbqg5EtVW16wfT","name":"Barrel","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":70,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":334,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/items/inventory/barrel.jpg","effects":[]} -{"_id":"7i4s9msZWpAw4Ynv","name":"Dagger of Venom","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":1,"price":2500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_43.jpg","effects":[]} -{"_id":"7jEKkA9qbwJ3IuCb","name":"Wand of Binding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

\n

Powers. While holding the wand, you can use an action to expend some of its charges to cast one of the following powers (save DC 17): @Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster} (5 charges) or @Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person} (2 charges).

\n

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} -{"_id":"7kVZo4DLBq22406E","name":"Quarterstaff +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} -{"_id":"7u31f86h5vm5WOWM","name":"Gaming Set","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante).

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

\n

Please note this is a generic placeholder. For the gaming sets given in the PHB table, please see immediately below this entry in the compendium. However, feel free to use any of them as a guide for an original entry by editing them or even starting from scratch, given DM permission.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]} -{"_id":"7vqs5AqI4VCmuszx","name":"Handy Haversack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

\n

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

\n

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":5,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"capacity":{"type":"weight","value":120,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"powerdc":10},"damage":{"parts":[]},"details":{"description":"

Wondrous item

\n

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

\n

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

\n

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing the haversack inside an extradimensional space created by a @Compendium[sw5e.items.aDHRuUs29SrumWfq]{Bag of Holding}, @Compendium[sw5e.items.rvxGvcUzoQXVNbAu]{Portable Hole}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

"}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} -{"_id":"7wY0389wscheFkIa","name":"Scimitar of Speed","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

","chat":"","unidentified":""},"source":"DMG pg. 199","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_08.jpg","effects":[]} -{"_id":"7ztvHyYJCcOOAWmR","name":"Censer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Usually used in conjunction with blocks of incense to perfume the air.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chalice-cracked.jpg","effects":[]} -{"_id":"84z9mVy1mCipUWEY","name":"Breastplate +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":1900,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":650000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"8ABk0XV76Hzq8Qul","name":"Amulet of the Planes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"
Wondrous Item (requires attunement)
\n
 
\n
While wearing this Amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the @Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift} power. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":160000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":5200001,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-green.jpg","effects":[]} -{"_id":"8CaODbNQtxHGuVjn","name":"Figurine of Wondrous Power Ivory Goat of Terror","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Terror becomes a @Compendium[sw5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat} for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form.

\n

In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours.

\n

Once the figurine has been used, it can't be used again until 15 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":3,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-horn.jpg","effects":[]} -{"_id":"8GCEodUsTEEpBlO6","name":"Robes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]} -{"_id":"8LZBOY5USLZ4ngDq","name":"Greatsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} -{"_id":"8MNDhKb1Q87QszOJ","name":"Longsword of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_03.jpg","effects":[]} -{"_id":"8MPnSrvEeZhPhtTi","name":"Potion of Lightning Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} -{"_id":"8N1GqcdroUpmM9dS","name":"Warhammer +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","bludgeoning"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} -{"_id":"8NS6MSOdXtUqD7Ib","name":"Carpenter's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":8,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/axe-wood.jpg","effects":[]} -{"_id":"8PI1EL8xHLq4tXKr","name":"Ring of Power Turning","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you have advantage on saving throws against any power that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the power is 7th level or lower, the power has no effect on you and instead targets the caster, using the slot level, power save DC, attack bonus, and powercasting ability of the caster.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":30000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} -{"_id":"8RXjiddJ6VGyE7vB","name":"Common Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]} -{"_id":"8W6ULfSqzuHh6Peg","name":"Longbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} -{"_id":"8dfhaa1g3VDjhtm3","name":"Eyes of Charming","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the @Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person} power (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Must have eye contact with the target humanoid."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/skills/light_02.jpg","effects":[]} -{"_id":"8tvhh5wqG5FRh3Sf","name":"Caltrops","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.1,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket"},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/caltrop.jpg","effects":[]} -{"_id":"8wXB18E0oPAYFkqc","name":"Heavy Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} -{"_id":"902yxeFDwavpm6cv","name":"Shortsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} -{"_id":"9G9QGSPgpZDSsm37","name":"Sledgehammer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool with a large, flat, often metal head, attached to a long handle. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]} -{"_id":"9GSfMg0VOA2b4uFN","name":"Power Scroll 1st Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":60,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/note-scroll.jpg","effects":[]} -{"_id":"9Ifr8fGvJ1bArzOW","name":"Bag of Tricks (Grey)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[sw5e.monsters.WOdeacKCYVhgLDuN]{Weasel}
2@Compendium[sw5e.monsters.q1YJIeIt6rK8fCKn]{Giant Rat}
3@Compendium[sw5e.monsters.oQvORD924obyPdCc]{Badger}
4@Compendium[sw5e.monsters.lZR4lhNmYSf89s4Q]{Boar}
5@Compendium[sw5e.monsters.AijNdqMurWxDxUSl]{Panther}
6@Compendium[sw5e.monsters.OSKoYxdiQ8jYqOGH]{Giant Badger}
7@Compendium[sw5e.monsters.EYiQZ3rFL25fEJY5]{Dire Wolf}
8@Compendium[sw5e.monsters.hQt3qIahnB1Odb40]{Giant Elk}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]} -{"_id":"9Mdes2tKt0cqsNTw","name":"Nine Lives Stealer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} -{"_id":"9UvWQTY5yIgkJmmb","name":"Circlet of Blasting","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this circlet, you can use an action to cast the @Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray} power with it. When you make the power's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":0.1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"rsak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-gold.jpg","effects":[]} -{"_id":"9bWTRRDym06PzSAf","name":"Pouch","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]} -{"_id":"9cIlRtKDtDXQtElf","name":"Ring of Power Storing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring stores powers cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of powers at a time. When found, it contains 1d6 − 1 levels of stored powers chosen by the GM.

\n

Any creature can cast a power of 1st through 5th level into the ring by touching the ring as the power is cast. The power has no effect, other than to be stored in the ring. If the ring can't hold the power, the power is expended without effect. The level of the slot used to cast the power determines how much space it uses.

\n

While wearing this ring, you can cast any power stored in it. The power uses the slot level, power save DC, power attack bonus, and powercasting ability of the original caster, but is otherwise treated as if you cast the power. The power cast from the ring is no longer stored in it, freeing up space.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":24000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} -{"_id":"9eyZY9tL3fXD1Mbm","name":"Dust of Sneezing and Choking","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an @Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify} power reveals it to be such. There is enough of it for one use.

\n

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} power can also end the effect on a creature.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":0,"price":480,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

Found in a small container, this powder resembles very fine sand. It appears to be @Compendium[sw5e.items.cGUPm15mLfhGDz2b]{Dust of Disappearance}, and an @Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify} power reveals it to be such. There is enough of it for one use.

\n

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} power can also end the effect on a creature.

"}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/skills/water_01.jpg","effects":[]} -{"_id":"9jMQEm99q1ttAV1Q","name":"Ioun Stone of Insight","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Insight. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-blue.jpg","effects":[]} -{"_id":"9kfMsSweOBui0SC4","name":"Rod of Security","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

\n

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

\n

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":5,"price":90000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":200,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]} -{"_id":"9nxSHbqlDdngtuuz","name":"Figurine of Wondrous Power Onyx Dog","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Onyx Dog. This onyx statuette of a dog can become a @Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff} for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/collar-red.jpg","effects":[]} -{"_id":"9qOAoFw9dTXhJ1w0","name":"Sling +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} -{"_id":"9stfX2i2I1YPo8vx","name":"Instant Fortress","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

\n

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the @Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock} power and similar magic, such as that of a @Compendium[sw5e.items.vZdLYfHlLcZqQ8zc]{Chime of Opening}.

\n

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

\n

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power can repair the fortress (this use of the power counts as replicating a power of 8th level or lower). Each casting of Wish causes the roof, the door, or one wall to regain 50 hit points.

","chat":"","unidentified":""},"source":"DMG pg. 160","quantity":1,"weight":0.1,"price":75000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_31.jpg","effects":[]} -{"_id":"9uT9SXy1Gb1jiiZX","name":"Scale Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":24050,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":17,"dex":2},"strength":null,"stealth":true,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"9v0TPDXNa9S7aNB4","name":"Periapt of Health","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-red.jpg","effects":[]} -{"_id":"A2i08i8gAFscm6hZ","name":"Longbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} -{"_id":"AChuumAYmts5uGFT","name":"Vicious Sickle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} -{"_id":"ADH0UZ8bf7Op0dgf","name":"Crystal Ball of True Seeing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The Crystal Ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying} power (save DC 17) with it.

\n

While Scrying with the Crystal Ball, you have Truesight with a radius of 120 feet centered on the power's sensor.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-fire.jpg","effects":[]} -{"_id":"AHn15T1TOuDFS0GH","name":"Sickle +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} -{"_id":"Ajyq6nGwF7FtLhDQ","name":"Mace","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"Aq1rhgcgFnwu2T4I","name":"Cloak of the Bat","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

\n

While wearing the cloak in an area of dim light or darkness, you can use your action to cast @Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph} on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores.

\n

The cloak can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"AweD4kpKGM7Ilu3n","name":"Ring of Regeneration","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

\n

Foundry note: you can use the Other Formula to calculate the days needed to regrow a body part if required.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":"You need at least 1 hit point."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} -{"_id":"BNJmdttKvIwC08Pd","name":"Sling Bullet +2","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} -{"_id":"BQw5lyopqLmf8B6u","name":"Chain Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":55,"price":6075,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":13,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"BeKIrNIvNHRPQ4t5","name":"Staff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gnarled or polished staff of wood, bone, or more exotic materials like crystal. Such implements are frequently used by powercasters to hone their arcane focus.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} -{"_id":"BefbYlWbRYyy6R8s","name":"Nine Lives Stealer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","slashing"]],"versatile":"1d10 +@mod +2"},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} -{"_id":"BjyTJn9oGvURWKJR","name":"Manual of Bodily Health","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-red.jpg","effects":[]} -{"_id":"BmWnprrj0QWQ1BL3","name":"Quarterstaff +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} -{"_id":"BnOCLuNWhVvzHLjl","name":"Torch","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]} -{"_id":"BsyPV6eTNghT3Fho","name":"Eyes of Minute Seeing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":1,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} -{"_id":"BwC8hZaNjO7IQc6K","name":"Splint Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":24200,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":850000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} -{"_id":"C0MNXWA81ufzGlp5","name":"Oil of Sharpness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. 

\n

The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":3200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-10.jpg","effects":[]} -{"_id":"CAZMwFBWp9VC0ZCg","name":"Potion of Water Breathing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

\n

You can breathe underwater for 1 hour after drinking this potion. 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-4.jpg","effects":[]} -{"_id":"CI58LNiwrTpmWYMp","name":"Figurine of Wondrous Power Bronze Griffon","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a @Compendium[sw5e.monsters.h052EIIUmRwJum65]{Griffon} for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-whirl.jpg","effects":[]} -{"_id":"CNdDj8dsXVpRVpXt","name":"Sack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A sack can hold up to 1 cubic foot or 30 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0.5,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2500001,"flags":{},"img":"systems/sw5e/icons/items/inventory/sack.jpg","effects":[]} -{"_id":"CVMGOJWTO6TCybrH","name":"Lance +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} -{"_id":"CcTGZzQHejxEVLK1","name":"Mithral Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":20,"price":1200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"CoUFHk5keIihsbYL","name":"Flame Tongue Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":7100001,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} -{"_id":"Ct9LR9Ft1FG4a6Y1","name":"Potion of Mind Reading","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

\n

When you drink this potion, you gain the effect of the @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} power (save DC 13). 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-2.jpg","effects":[]} -{"_id":"CvzjhUy9ekRieR1A","name":"Eversmoking Bottle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

\n

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/violet_25.jpg","effects":[]} -{"_id":"CwWbeQ6XyqFzbMYw","name":"Book of Shadows","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A grimoire given to you by your patron. Choose three cantrips from any class's power list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock power list, they are nonetheless warlock powers for you. 

\n

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

","chat":"","unidentified":""},"source":"PHB pg. 108","quantity":1,"weight":3,"price":0,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} -{"_id":"DEQkJiQdGyfmSNkV","name":"Helm of Teleportation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[sw5e.powers.L4J89JXqbKs6puEV]{Teleport} power from it. The helm regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":64000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":0,"dex":null},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/violet_13.jpg","effects":[]} -{"_id":"DM7hzgL836ZyUFB1","name":"Power Scroll 4th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 15
Attack bonus: +7.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":320,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-cursed.jpg","effects":[]} -{"_id":"DMejWAc8r8YvDPP1","name":"Halberd","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"DNOSEAvF4Oh1DlWy","name":"Tinderbox","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]} -{"_id":"DSHi7yT6OUyDoCcu","name":"Bracers of Defense","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/bracers-defense.jpg","effects":[]} -{"_id":"DT02xK1DzxLNlVaI","name":"Frost Brand Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

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

\n

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

\n

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

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

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]} -{"_id":"DWLMnODrnHn8IbAG","name":"Javelin","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"DWwBkOFuYf5VN3M2","name":"Periapt of Wound Closure","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-blue.jpg","effects":[]} -{"_id":"DevmObXWP9MfwE2c","name":"Adamantine Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":20,"price":900,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"DizirD7eqjh8n95A","name":"Maul","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This heavy two-handed mace crushes metal and bone with thunderous force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":10,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} -{"_id":"DnlQkH6Bpwkd5n5Y","name":"Feather Token Anchor","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":50,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"touch","type":"object"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-blue.jpg","effects":[]} -{"_id":"Do3qeSHtBjUsmfvz","name":"Rod of Alertness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This rod has a flanged head and the following properties.

\n

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

\n

Powers. While holding the rod, you can use an action to cast one of the following powers from it: @Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}, @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}, @Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}, or @Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility}.

\n

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

\n

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground.. This property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":25000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Rod must be planted in the ground."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":120,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} -{"_id":"DoSvjhRARhRqWZXg","name":"Wand of Fireballs","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} power (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the power. You can increase the power slot level by one for each additional charge you expend.

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":32000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":"1d6"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} -{"_id":"DxIdfGoJEYQj8o3D","name":"Bag of Tricks (Rust)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from rust-colored cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[sw5e.monsters.pozQUPTnLZW8epox]{Rat}
2@Compendium[sw5e.monsters.d0prpsGSAorDadec]{Owl}
3@Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}
4@Compendium[sw5e.monsters.y8sRU8Ks2lcrGsaf]{Goat}
5@Compendium[sw5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat}
6@Compendium[sw5e.monsters.55z2VqYdUb8BWgyc]{Giant Boar}
7@Compendium[sw5e.monsters.hjhERRzafCiFFVLA]{Lion}
8@Compendium[sw5e.monsters.omcDpBoB69esCXeM]{Brown Bear}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/sack.jpg","effects":[]} -{"_id":"E0Px9YrsAotTIibl","name":"Musical Instrument","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A musical instrument to evoke awe, wonder, or fear in your audience.

\n

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

\n

Please note this is a generic placeholder. For the musical instruments given in the PHB table, please see immediately below this entry in the compendium. However, feel free to use any of them as a guide for an original entry by editing them or even starting from scratch, given DM permission.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} -{"_id":"E2h6sEe6FU2tnU96","name":"Costume Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A complete costume usually used by performers and artists in all manner of entertainment halls or for those that simply refuse to get out of character.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-pink.jpg","effects":[]} -{"_id":"E7c4zpWdYgkKDHGo","name":"Luck Blade Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} -{"_id":"E9G4jALlSA96fKAN","name":"Iron Bands of Binding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

\n

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

\n

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

\n

Once the bands are used, they can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. Target creature must be Huge or smaller."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["d20 + @attributes.prof + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/carving-knot.jpg","effects":[]} -{"_id":"EJFql4aNWHHJSxT9","name":"Wand of Fear","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

\n

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the @Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command} power (save DC 15).

\n

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-skull.jpg","effects":[]} -{"_id":"EJVaAvNfCq6gn6VG","name":"Helm of Telepathy","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this helm, you can use an action to cast the @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} power (save DC 13) from it. As long as you maintain concentration on the power, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply using a bonus action to do so while your focus on it continues.
While focusing on a creature with Detect Thoughts, you can use an action to cast the @Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion} power (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":12000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]} -{"_id":"ER75WHewYN04Zp11","name":"Belt of Hill Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-plain.jpg","effects":[]} -{"_id":"ET8Oo5vaTZqyb7rN","name":"Breastplate +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":650000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"EU78dSbnr91QWZ7g","name":"Halberd +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"EWdfUQriSabqDESm","name":"Dart +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} -{"_id":"EkTpM4Wbsrdqflzl","name":"Trident +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} -{"_id":"ElLfmohtIFMagr5f","name":"Ring of Animal Influence","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following powers:

\n
    \n
  • @Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship} (save DC 13)
  • \n
  • @Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear} (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
  • \n
  • @Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals}
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 189","quantity":1,"weight":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} -{"_id":"EveBprZPBjfZqXLt","name":"Maul +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} -{"_id":"EwG1EtmbgR3bM68U","name":"Musical Instrument: Lyre","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lyre to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} -{"_id":"F0Df164Xv1gWcYt0","name":"Warhammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} -{"_id":"F3rQcaZvElNEiudk","name":"Giant Slayer Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} -{"_id":"F65ANO66ckP8FDMa","name":"Trident","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A multi-pronged spear designed to impale a target in multiple locations, pinning them in place. Often used in combination with a net to entrap and harass foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} -{"_id":"F6GwSqjErX1u35Re","name":"Bell","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bell for you to ring.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bell_brass.jpg","effects":[]} -{"_id":"F6v3Q7dz1SlpLTMf","name":"Staff of Thunder and Lightning","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

\n

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

\n

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

\n

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

\n

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":10000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} -{"_id":"F8QpasPjLrw2POzE","name":"Bag of Beans","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

\n

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

\n

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
015d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds.
11-20A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-501d6 + 6 shriekers sprout.
51-601d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70A hungry bulette burrows up and attacks.
71-80A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice.
00A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":3.5,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d4","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch-neck.jpg","effects":[]} -{"_id":"FCxG64QUxsnF4Lis","name":"Holy Avenger Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":6,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod + 3","slashing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} -{"_id":"FF1ktpb2YSiyv896","name":"Wooden Staff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gnarled or naturely smooth staff of wood drawn out from a living tree, those who heed nature's call can use this to harness the incredible power of nature.

\n

Powercasting Focus. A druidic focus is a special item designed to channel the power of powers from the druid's power list. A druid can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} -{"_id":"FHUDEygUW7EWCDgA","name":"Vicious Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} -{"_id":"FIDyR0kZnxGy7bj8","name":"Oil of Slipperiness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. 

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).  Applying the oil takes 10 minutes.  The affected creature then gains the effect of a @Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement} power for 8 hours.

\n

Alternatively, the oil can be poured on the ground as an action, where it covers a 10‑foot square, duplicating the effect of the @Compendium[sw5e.powers.etgcR9wqmrhyZ0tx]{Grease} power in that area for 8 hours.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":480,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-3.jpg","effects":[]} -{"_id":"FLoBS3UnFnZTSsSx","name":"Chain Shirt +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6050,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"FZixEM5voQkH84xP","name":"Studded Leather Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":6045,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":false,"proficient":false},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} -{"_id":"Fc6UfFNOnW80XMzi","name":"Antitoxin","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.1,"price":50,"attuned":null,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-violet.jpg","effects":[]} -{"_id":"FeouSUPUlUhfgeRp","name":"Staff of Charming","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

\n

While holding this staff, you can use an action to expend 1 of its 10 charges to cast  Charm Person Command, or Comprehend Languages from it using your power save DC. The staff can also be used as a magic quarterstaff.

\n

If you are holding the staff and fail a saving throw against an enchantment power that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment power that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the power back on its caster as if you had cast the power.

\n

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"1d8 +2","save":{"ability":"wis","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} -{"_id":"Fgkj11diTJJ7H3JC","name":"Feather Token Whip","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee power attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.

\n

As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"A bonus action is used to control the whip."},"duration":{"value":1,"units":"hour"},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"mwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + 5","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-purple-stripe.jpg","effects":[]} -{"_id":"FhtjbeBeP4q5vTyc","name":"Javelin +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"Fk78kNmp3OLX5EMC","name":"Vicious Heavy Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":18,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} -{"_id":"FkDyLSpiynKTQZdi","name":"Wings of Flying","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

","chat":"","unidentified":""},"source":"DMG pg. 214","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"FpLaviCom3XR1ckP","name":"Vicious Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} -{"_id":"FvNOwWbh5FXyX4xe","name":"Alchemist's Fire","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"improvised weapon","critical":null,"damage":{"parts":[["1d4+@mod","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10},"charges":{"max":1,"value":1}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} -{"_id":"G3cqbejJpfB91VhP","name":"Musical Instrument: Shawm","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A shawm to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} -{"_id":"G5m5gYIx9VAUWC3J","name":"Musical Instrument: Pan Flute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":12,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]} -{"_id":"G7LqGzKR5ts0WlJ9","name":"Hourglass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is a device used to measure the psaage of time. It comprises two glass bulbs connected vertically by a narrow neck that allows a regulated trickle of sand from the upper bulb to the lower one.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stopwatch.jpg","effects":[]} -{"_id":"G9XQPNLlDXkpVxn1","name":"Padded Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":6005,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":true,"proficient":false},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"GJv6WkD7D2J6rP6M","name":"Shortbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"consume":{"type":"","target":"","amount":null}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} -{"_id":"GKQSxYvS3m9qKVac","name":"Mithral Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":60,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":17,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":5000001,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} -{"_id":"GP2bvHlxVi30OEmo","name":"Figurine of Wondrous Power Marble Elephant","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Marble Elephant. This marble statuette is about 4 inches high and long. It can become an @Compendium[sw5e.monsters.jLPhaBnMtAbB5dp1]{Elephant} for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":15,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-tusk.jpg","effects":[]} -{"_id":"GcpXNc4dKUNw0Tk6","name":"Wand of Paralysis","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} -{"_id":"Gflnp29aEv5Lc1ZM","name":"Cook's Utensils","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]} -{"_id":"GsuvwoekKZatfKwF","name":"Unarmed Strike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A  punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

","chat":"","unidentified":""},"source":"PHB pg. 195","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]} -{"_id":"GtKV1b5uqFQqpEni","name":"Padded Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Padded armor consists of quilted layers of cloth and batting. Padded armor offers a comparable level of protection as stiffened leather but is somewhat less encumbering to the wearer.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":8,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":true,"proficient":false},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"H6SIiRIig7OMM2Z0","name":"Longsword +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} -{"_id":"H8YCd689ezlD26aT","name":"Backpack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} -{"_id":"HF32aZSVw4P0MR4K","name":"Chain Shirt Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6050,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4600001,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"HL96uZp7rwYXi7fq","name":"Double-Bladed Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An exotic weapon crafted as two large sweeping blades mounted on either end of a two-handed central hilt.

","chat":"","unidentified":""},"source":"UAWGE pg. 74","quantity":1,"weight":6,"price":"100","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"two":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} -{"_id":"HLEhnzLbpRbYdAHo","name":"Elemental Gem of Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This emerald contains a mote of elemental energy. When you use an action to break the gem, a @Compendium[sw5e.monsters.namJz755U1EhvEJa]{Water Elemental} is summoned as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-green.jpg","effects":[]} -{"_id":"HLhFCDGfI8EK7uV9","name":"Boots of Levitation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you can use an action to cast the @Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate} power on yourself at will.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-leather.jpg","effects":[]} -{"_id":"HQJ8tiyyrJJSUSyF","name":"Blowgun +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} -{"_id":"HVpXIU0zZw0a4Fb7","name":"Mithral Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":65,"price":2300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4800001,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"HY8duCwmvlXOruTG","name":"Potion of Diminution","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it.  Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “reduce” effect of the @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce} power for 1d4 hours (no concentration required). 

\n

 

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":270,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-9.jpg","effects":[]} -{"_id":"HZp69hhyNZUUCipF","name":"Glass Bottle","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A bottle holds 1½ pints of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]} -{"_id":"HZsvDPmvysQKGzGy","name":"Steel Mirror","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A mirror made of steel.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-coin.jpg","effects":[]} -{"_id":"HdC66U61pDOknaux","name":"Club +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} -{"_id":"HeDP6dL9daVT3uj2","name":"Spear +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} -{"_id":"HnIERWmmra74hSCw","name":"Ring of Water Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Water.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[sw5e.monsters.namJz755U1EhvEJa]{Water Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

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

\n

Ring of Water Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster} on a Water Elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

\n

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

\n
    \n
  • You can breathe underwater and have a swimming speed equal to your walking speed.
  • \n
  • You can cast the following powers from the ring, expending the necessary number of charges: @Compendium[sw5e.powers.a3XtAO5n2GrqiAh5]{Create or Destroy Water} (1 charge), @Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control Water} (3 charges), @Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm} (2 charges), or @Compendium[sw5e.powers.fzZnVKLmBMo2f5up]{Wall of Ice} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":25000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orb.jpg","effects":[]} -{"_id":"HnJqfKkYXIWo2sp9","name":"Vicious Warhammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} -{"_id":"HokQ1loVJTFxt27u","name":"Vorpal Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_16.jpg","effects":[]} -{"_id":"HpEEfZg9PRkXnMi4","name":"Splint Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":1700,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":850000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} -{"_id":"I0WocDSuNpGJayPb","name":"Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"ver":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} -{"_id":"I5PWgE4IF40Iv9h4","name":"Giant Slayer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-ice.jpg","effects":[]} -{"_id":"I7cOsXsklWkzouHA","name":"Vorpal Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_16.jpg","effects":[]} -{"_id":"IBhDAr7WkhWPYLVn","name":"Disguise Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cowl.jpg","effects":[]} -{"_id":"IGwDN9gtYxCrlrCr","name":"Elemental Gem of Earth","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This yellow diamond contains a mote of elemental energy. When you use an action to break the gem, an @Compendium[sw5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental} is summoned as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-yellow.jpg","effects":[]} -{"_id":"IPkf0XNowClwXnjQ","name":"Longsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} -{"_id":"IY5PveXrF7VoFlWg","name":"Arrow +3","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["3","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_07.jpg","effects":[]} -{"_id":"IeM5Ha2cg0RA99q3","name":"Hide Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":24010,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} -{"_id":"Ilyv71AeobM6AvIn","name":"Defender Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} -{"_id":"IpBBqr0r7JanyVn0","name":"Ring of Thunder Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a spinel stone that gleams when it catches the light.

\n

You have resistance to thunder damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-ruby.jpg","effects":[]} -{"_id":"IrC5LPbWNxlAQoK7","name":"Ring of Radiant Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a topaz stone that shimmers when it catches the light.

\n

You have resistance to radiant damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-red.jpg","effects":[]} -{"_id":"ItoGjtOtDOQ2noNM","name":"Crystal Ball","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The typical Crystal Ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying} power (save DC 17) with it.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":50000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pearl.jpg","effects":[]} -{"_id":"IuVaBrq17AqxpXc4","name":"Wand of the War Mage +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

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

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

Wondrous item

\n

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

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

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

\n

You have a bonus to AC while wearing this armor.

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

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

\n

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

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

(Requires attunement)

\n

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

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

 

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

Wondrous item, (requires attunement)

\n

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

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

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

\n

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

\n

 

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

(Requires attunement)

\n

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":6,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} -{"_id":"Jvf1NWFxcjfHnMQ5","name":"Cloak of Elvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"JvoufrTkSDMsS9Sm","name":"Chain (10 feet)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":10,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"scaling":"flat"},"consumableType":"trinket"},"sort":2200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} -{"_id":"JyYwliYiWEw2g0yJ","name":"Ring of Feather Falling","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} -{"_id":"K7h4LT03SNt2807z","name":"Vicious Hand Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"KA2P6I48iOWlnboO","name":"Wand","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A single-handed delicate implement of wood, bone, crystal, or other exotic materials which is commonly used as a focus to assist with arcane powercasting.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} -{"_id":"KJYqNZgdkRwPmPMl","name":"Rapier of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} -{"_id":"KKWBLKQIWHtcpymp","name":"Boots of Elvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/bootsfancy.png","effects":[]} -{"_id":"KhRhwADrTpol3yTx","name":"Ring Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":24030,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":17,"dex":0},"strength":0,"stealth":true,"proficient":false},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"KndVe2insuctjIaj","name":"Smith's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

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

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

\n

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

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

(Requires attunement)

\n

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

\n

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

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

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

\n

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

\n

 

\n

 

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

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Fire.

\n

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

\n

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

\n

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

\n

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

\n
    \n
  • You are immune to fire damage.
  • \n
  • You can cast the following powers from the ring, expending the necessary number of charges: @Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands} (1 charge), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (2 charges), or @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":17000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-red.jpg","effects":[]} -{"_id":"LBQWNqX6hZOKhQ8a","name":"Potion of Radiant Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

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

\n

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

\n

 

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

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

\n

 

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

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

\n

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

\n

Copying a Power into the Book

\n

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

\n

Replacing the Book 

\n

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

\n

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

"}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]} -{"_id":"LC5LsQOPwoHQW9Mi","name":"Ring of Water Walking","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} -{"_id":"LDuqUcosOK8Bf76S","name":"Adamantine Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":60,"price":700,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":17,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false},"sort":5000001,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} -{"_id":"LEC1wkaAUnWzDPDD","name":"Javelin of Lightning","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

\n

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 178","quantity":1,"weight":2,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":"inst"},"target":{"value":120,"units":"ft","type":"line"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["4d6","lightning"]],"versatile":""},"formula":"4d6","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":950000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]} -{"_id":"LHaqMvrx3PfSzWMQ","name":"Bag of Tricks (Tan)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[sw5e.monsters.MZYCPIVoBs918qGZ]{Jackal}
2@Compendium[sw5e.monsters.K5cKmPoFkpuOotis]{Ape}
3@Compendium[sw5e.monsters.JW8bXggOMBx1S6tF]{Baboon}
4@Compendium[sw5e.monsters.SXXvwaLBNuzBymp3]{Axe Beak}
5@Compendium[sw5e.monsters.D5WjGwKskeUT8HXa]{Black Bear}
6@Compendium[sw5e.monsters.8VXxqeBvN54rPh81]{Giant Weasel}
7@Compendium[sw5e.monsters.oBXgFDnwGehbpmKN]{Giant Hyena}
8@Compendium[sw5e.monsters.FayqbnjBMszO6Pat]{Tiger}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch-sealed.jpg","effects":[]} -{"_id":"LZcpcR21nte4Yoe2","name":"Handaxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} -{"_id":"LdAj2ES9EzfnWcA1","name":"Adamantine Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":45,"price":550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"LiOD83I4MIZlpoQQ","name":"Hunting Trap","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","piercing"]],"versatile":"1"},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/skills/green_14.jpg","effects":[]} -{"_id":"LpD064ilKEeFzVI8","name":"Cloak of Displacement","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn.

\n

This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":3,"price":60000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"Lr8aRsnia8hftPAb","name":"Dagger +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} -{"_id":"LuEZnUnuy1mwDlD1","name":"Gaming Set of Three-Dragon Ante","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item is a complete set of Three-Dragon Ante playing cards,  unmarked or marked.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bills.jpg","effects":[]} -{"_id":"M28HYDCueaK7J8u8","name":"Ring Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6030,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":16,"dex":0},"strength":0,"stealth":true,"proficient":false},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"M5APnDW8bKQb7fHI","name":"Shield of Missile Attraction","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you have resistance to damage from ranged weapon attacks.

\n

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the @Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse} power or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":"Any ranged attack within 10 ft. of you causes you to be the target."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"shield","value":2,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]} -{"_id":"M5qkJ7erLqWYUHa0","name":"Figurine of Wondrous Power Obsidian Steed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Obsidian Steed. This polished obsidian horse can become a @Compendium[sw5e.monsters.5SgVGhQBswgWRwsF]{Nightmare} for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.

\n

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":128000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/skills/red_03.jpg","effects":[]} -{"_id":"M8xM8BLK4tpUayEE","name":"Iron Pot","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

An iron pot holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cauldron.jpg","effects":[]} -{"_id":"MAwoj2suj6cvb9Ti","name":"Universal Solvent","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including @Compendium[sw5e.items.zJ5LhDvTxYKzPIx4]{Sovereign Glue}.

"}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/liquid-purple.jpg","effects":[]} -{"_id":"MCMSZrhcD40oMJ9v","name":"Boots of Speed","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

\n

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Click the heels together."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-plain.jpg","effects":[]} -{"_id":"MFd96UkSs5g9QO78","name":"Dragon Slayer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} -{"_id":"MLNzQUsVUi0PEV3i","name":"Efficient Quiver","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds.

\n

The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

\n

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

","chat":"","unidentified":""},"source":"DMG pg. 189","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"capacity":{"type":"items","value":84,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"powerdc":10},"damage":{"parts":[]}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]} -{"_id":"MOeFq5MLAQzVQC7z","name":"Staff of the Python","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a cleric, druid, or warlock)

\n

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a @Compendium[sw5e.monsters.NpvwE1feOHyEqAbP]{Giant Constrictor Snake} under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

\n

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

\n

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} -{"_id":"MSO3JxK8578xSh6x","name":"Chain Shirt +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":1550,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"Minr6xegwoHFvAjG","name":"Figurine of Wondrous Power Golden Lions","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a @Compendium[sw5e.monsters.hjhERRzafCiFFVLA]{Lion} for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":2,"max":2,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-paw.jpg","effects":[]} -{"_id":"Mj8fTo5VZKJJ7uMv","name":"Sling Bullet of Slaying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A Bullet of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Bullets of Dragon Slaying and Bullets of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with a Bullet of Slaying takes damage from the bullet, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 bludgeoning damage on a failed save, or half as much extra damage on a successful one.

\n

Once a Bullet of Slaying deals its extra damage to a creature, it becomes a nonmagical bullet.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.075,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"attributes":{"powerdc":10},"consumableType":"ammo"},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} -{"_id":"MnX9soPEMNsCtpv7","name":"Hand Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"Mt2WB1W9nDWO4d16","name":"Glaive +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"N8XNP3vjVZmM2r9S","name":"Blowgun +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} -{"_id":"NG8BlE2nwYJxCjWO","name":"Animated Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 151","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Command Word"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"shield","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":5300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-sword.jpg","effects":[]} -{"_id":"NGVEouqK0I6J6jV5","name":"Ioun Stone of Absorption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Absorption. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a power of 4th level or lower cast by a creature you can see and targeting only you.

\n

Once the stone has canceled 20 levels of powers, it burns out and turns dull gray, losing its magic. If you are targeted by a power whose level is higher than the number of power levels the stone has left, the stone can't cancel it.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":2400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":20,"max":20,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-purple.jpg","effects":[]} -{"_id":"NM1dPyKwHw2DyUWA","name":"Ring Mail +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":1530,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":15,"dex":0},"strength":0,"stealth":true,"proficient":false},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"NRj0lC3SM03s1YB3","name":"Belt of Cloud Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":18000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-gems.jpg","effects":[]} -{"_id":"NYIib9KEYDUFe9GY","name":"Sling Bullet +1","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} -{"_id":"Nd4r4hocpfu6fYDP","name":"Prayer Wheel","permission":{"default":0},"type":"loot","data":{"description":{"value":"

An aid for the faithful, this cylinder can be turned on a spindle made of metal, wood, bone, stone, leather, or coarse cotton as the user follows mantra or cantation carved or inlaid upon it. 

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/drum.jpg","effects":[]} -{"_id":"NgwrqNa6kkgoPW2Q","name":"Shield +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +1. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"shield","value":3,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-shield.jpg","effects":[]} -{"_id":"NjTgPn2o0M1TGk93","name":"Feather Token Tree","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-green-stripe.jpg","effects":[]} -{"_id":"NmZMx2u6bHpRyGUa","name":"Frost Brand Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":3,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"],["1d6","cold"]],"versatile":"1d10 + @mod + 1d6"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} -{"_id":"NrHboku9vJO5FGiY","name":"Morningstar +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"NtdDkjmpdIMiX7I2","name":"Musical Instrument: Dulcimer","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A dulcimer to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":10,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} -{"_id":"O4YbkJkLlnsgUszZ","name":"Power Scroll 9th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 19
Attack bonus: +11.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":5120,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":11,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-secret.jpg","effects":[]} -{"_id":"OG4nBBydvmfWYXIk","name":"Spear","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} -{"_id":"OPbdSlrhkUDNpgcS","name":"Wand of the War Mage +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

While holding this wand, you gain a bonus to power attack rolls of +1. In addition, you ignore half cover when making a power attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":1200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"consume":{"type":"","target":null,"amount":null},"armor":{"value":0,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"folder":"oENpm3Crialw50Y1","sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} -{"_id":"ORKf6RRcalrdD6Qp","name":"Belt of Frost Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

\n

The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-cloth.jpg","effects":[]} -{"_id":"OUGMoQYeJzxEcRvm","name":"Nine Lives Stealer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} -{"_id":"OcjcplcUWH07Kn9k","name":"Brazier of Commanding Fire Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While a fire burns in this brazier, you can use an action to speak the brazier's command word and summon a @Compendium[sw5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental}, as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power. The brazier can't be used this way again until the next dawn.

\n

The brazier weighs 5 pounds.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":5,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_01.jpg","effects":[]} -{"_id":"OjkIqlW2UpgFcjZa","name":"Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":65,"price":1500,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"OojyyGfh91iViuMF","name":"Rod","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An intricately carved or shaped rod of bone, stone, metal, or more exotic materials. Such rods are used by powercasters to focus their attention and arcane energy.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/rod.jpg","effects":[]} -{"_id":"Or3kVfJ0Fbr33ARS","name":"Greatclub +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} -{"_id":"OwqRt1pVLhdMQa0d","name":"Dwarven Plate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this plate armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":65,"price":9000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"P8f9o36qxagW2uRW","name":"Maul +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} -{"_id":"PAXfmZ2ErDlCVy0N","name":"Talisman of Ultimate Evil","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a creature of good alignment)

\n

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

\n

If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to power attack rolls while you wear or hold it.

\n

The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":61440,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":"8d6"},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/blood_10.jpg","effects":[]} -{"_id":"PAa2EG5kzmqxcp46","name":"Greataxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} -{"_id":"PGL6aaM0wE5h0VN5","name":"Totem","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A totem incorporating feathers, fur, bones, and teeth from an animal sacred to the user. Those who heed nature's call are able to harness this to call forth the incredible power of nature.

\n

Powercasting Focus. A druidic focus is a special item designed to channel the power of powers from the druid's power list. A druid can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/necklace-teeth.jpg","effects":[]} -{"_id":"PKpftwMAn88gfLi7","name":"Morningstar +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"PRhtLbRLb9LjHZG7","name":"Gloves of Swimming and Climbing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]} -{"_id":"PUMfwyVUbtyxgYbD","name":"Leatherworker's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/gloves.jpg","effects":[]} -{"_id":"PV0sn2Nlr8CNn4W9","name":"Magnifying Glass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":100,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/mechanical-part.jpg","effects":[]} -{"_id":"PanSr5EbqlfpSvwK","name":"Two-Person Tent","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A simple and portable canvas shelter, a tent sleeps two.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":20,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-green.jpg","effects":[]} -{"_id":"Q4Iy6hqREsbk9yG7","name":"Ioun Stone of Agility","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Agility. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-red.jpg","effects":[]} -{"_id":"Q4jmng3i9Lb2nL5F","name":"Manual of Quickness of Action","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-blue.jpg","effects":[]} -{"_id":"Q7E6MgPzVkwBeZ6l","name":"Ring of Psychic Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a jade stone that gleams when it catches the light.

\n

You have resistance to psychic damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-gold.jpg","effects":[]} -{"_id":"QB4CFMTLR6JlD7Kq","name":"Greatsword of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":6,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_03.jpg","effects":[]} -{"_id":"QKTyxoO0YDnAsbYe","name":"Whip","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A tensile lash made of leather, cord, or chain which can lash out at nearby enemies, dealing lacerations and harrying them from a distance.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} -{"_id":"QM3gdsL0eaAus7XT","name":"Vicious Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} -{"_id":"QRCsxkCwWNwswL9o","name":"Greatclub","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":10,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} -{"_id":"QXmaarJ4X8P0C1HV","name":"Hempen Rope (50 ft.)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]} -{"_id":"QYJyQCnIQeLiMrmJ","name":"Brass Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a Berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":8400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4 +3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} -{"_id":"Qfi5Rsuun3reqYmf","name":"Handaxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} -{"_id":"QtmVEreNIWEVOoLR","name":"Ring of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to AC and saving throws while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":3500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} -{"_id":"R9JZpW04ac4dpz9y","name":"Unarmed Strike (Monk)","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes

\n

• You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain monk levels, as shown in the Martial Arts column in the table below.

\n

• When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Monk LevelMartial Arts
1st - 4th1d4
5th - 10th1d6
11th - 16th1d8
17th - 20th1d10
\n

**Foundry note: Note the damage die is set to the base default of 1d4. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 77-78","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/ice_10.jpg","effects":[]} -{"_id":"RDPFmUR9exTEXFc8","name":"Boots of the Winterlands","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

\n
    \n
  • You have resistance to cold damage.
  • \n
  • You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots.png","effects":[]} -{"_id":"REBWkTKe6lJaIkpn","name":"Soap","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Used to clean and wash.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/soap.jpg","effects":[]} -{"_id":"RMi9efrW9ouHVLI2","name":"Book","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of powers is a powerbook.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"details":{"description":"

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of powers is a @Compendium[sw5e.items.LBajgahniRJbAgDr]{Powerbook}.

"}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-diary.jpg","effects":[]} -{"_id":"RbC0UCqAnQcIPIXZ","name":"War Pick +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} -{"_id":"RfEZvwcLwe6Ih0LQ","name":"Greatsword +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} -{"_id":"RiOeHR2qaYktz5Ys","name":"Iron Spike","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spike of 10 inches long made of iron. Can be improvised to block doors. Usually sold in bundles of 10.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.5,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stake.jpg","effects":[]} -{"_id":"RmP0mYRn2J7K26rX","name":"Heavy Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":18,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} -{"_id":"Rn9gt6JGULtx9Zvz","name":"Chain Mail +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":55,"price":1575,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":17,"dex":0},"strength":13,"stealth":true,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"RnuxdHUAIgxccVwj","name":"Lance","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A shining steel tip to puncture the hardiest of foe's defences, driven in by the force of a galloping steed. Although best suited for mounted combat, the lance can be brought to lethal effect on foot in the right hands.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} -{"_id":"S7AhpCPDBGUBbg7b","name":"Rapier +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"S7TrIOlE600KIOUx","name":"Dragon Slayer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} -{"_id":"SItCnYBqhzqBoaWG","name":"Crossbow Bolt","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.075,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"attributes":{"powerdc":10},"consumableType":"ammo"},"sort":4400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"SK2HATQ4abKUlV8i","name":"Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":20,"price":400,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":650000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"STxsp9Ao3pS2T4gt","name":"Studded Leather Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":1545,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":false,"proficient":false},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} -{"_id":"SXjs8JghAPBv7d6j","name":"Dragon Slayer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} -{"_id":"ScxK8YNU5dWELhlQ","name":"Ring of Force Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a sapphire stone that sparkles when it catches the light.

\n

You have resistance to force damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} -{"_id":"Sj4zEvuGcSV6anKm","name":"Heavy Crossbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} -{"_id":"SpbjbMMoJiva2zOa","name":"Shortsword of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} -{"_id":"SqTtbBCfiEsmZ36N","name":"Bead of Force","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.

\n

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

\n

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.06,"price":960,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d4","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket"},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_33.jpg","effects":[]} -{"_id":"SsAmWV6YBqeOFihT","name":"Traveler's Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A set of clothes worn by travellers.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]} -{"_id":"SuQmsJfxyJl2hPcM","name":"Whetstone","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Whetstone is a sharpening stone. It is used to sharpen the edges of steel tools and implements through grinding and honing.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/whetstone.jpg","effects":[]} -{"_id":"Sx5E6utixHdAbGNb","name":"Acid (vial)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"improvised weapon","critical":null,"damage":{"parts":[["2d6+@mod","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-green.jpg","effects":[]} -{"_id":"SypSoinJkES0o5FB","name":"Glamoured Studded Leather","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":13,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} -{"_id":"SztwZhbhZeCqyAes","name":"Alchemist's supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"powerdc":10},"damage":{"parts":[]}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herbalism-kit.jpg","effects":[]} -{"_id":"TIV3B1vbrVHIhQAm","name":"Studded Leather Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":13,"price":45,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} -{"_id":"TMqS62qjBCveT1Ss","name":"Vicious Trident","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A multi-pronged spear designed to impale a target in multiple locations, pinning them in place. Often used in combination with a net to entrap and harass foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} -{"_id":"TWFS1BtruQeE10BY","name":"Stone of Controlling Earth Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

If the stone is touching the ground, you can use an action to speak the stone's command word and summon an @Compendium[sw5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental}, as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power. The stone can't be used this way again until the next dawn.

\n

The stone weighs 5 pounds.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":5,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/runestone-carved.jpg","effects":[]} -{"_id":"TZggpdbOYqOCG7mY","name":"Alchemy Jug","permission":{"default":0},"type":"consumable","data":{"description":{"value":"
Wondrous item
\n
 
\n
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\n
 
\n
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. 
\n
 
\n
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. 
\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LiquidMax Amount
Acid8 ounces
Basic poison1/2 ounce
Beer4 gallons
Honey1 gallon
Mayonnaise2 gallons
Oil1 quart
Vinegar2 gallons
Water, fresh8 gallons
Water, salt12 gallons
Wine1 gallon
\n
","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":12,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/jug.jpg","effects":[]} -{"_id":"TevMHicE3A70AlmP","name":"Potion of Frost Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-blue.jpg","effects":[]} -{"_id":"TjWk2mpNXjDdfIDM","name":"Carpet of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

\n

Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100SizeCapacityFlying Speed
01-203 ft. x 5 ft.200 lb.80 feet
21-554 ft. x 6 ft.400 lb.60 feet
56-805 ft. x 7 ft.600 lb.40 feet
81-1006 ft. x 9 ft.800 lb.30 feet
\n

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":10,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-pink.jpg","effects":[]} -{"_id":"Tobce1hexTnDk4sV","name":"Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"25","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"fin":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"TqyvIglHDj5kfohR","name":"Piton","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stake.jpg","effects":[]} -{"_id":"TwYeck6buBZ602mg","name":"Crystal Ball of Mind Reading","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The Crystal Ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}power (save DC 17) with it.

\n

You can use an action to cast the @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} power (save DC 17) while you are Scrying with the Crystal Ball, targeting creatures you can see within 30 feet of the power's sensor. You don't need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if Scrying ends.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-air.jpg","effects":[]} -{"_id":"U4PI6l96QJUk6TGb","name":"Eyes of the Eagle","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_11.jpg","effects":[]} -{"_id":"U74TPNQLJZbHJyCk","name":"Robe of Eyes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

\n
    \n
  • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
  • \n
  • You have darkvision out to a range of 120 feet.
  • \n
  • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
  • \n
\n

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

\n

A @Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light} power cast on the robe or a @Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight} power cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":1,"price":30000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_09.jpg","effects":[]} -{"_id":"UAXu4MNvAvaKz9JO","name":"Battleaxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} -{"_id":"ULL5nkyN3WzazI4l","name":"Holy Avenger Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod + 3","slashing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} -{"_id":"URun3vYrXKJJdAJe","name":"Staff of Striking","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

\n

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

\n

Foundry note: the Other Formula button has been configured to roll 1d6. Use to calculate any additional force damage and the staff's recharge rate at dawn (+4) as required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":21000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":"1d8 + @mod +3"},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} -{"_id":"UT8zCwmdXVQlBiyl","name":"Leather Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":6010,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":false,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"UctSPehpKb4lJQGr","name":"Vicious Club","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} -{"_id":"UgnUJhu0tW1tLt7g","name":"Feather Token Swan Boat","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-white.jpg","effects":[]} -{"_id":"UkWdyJYQTfVX2cJW","name":"Bullseye Lantern","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":120,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lantern.jpg","effects":[]} -{"_id":"UpHAWqwifZpiZzns","name":"Adamantine Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":40,"price":530,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"UrH3sMdnUDckIHJ6","name":"Flail","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"Uv0ilmzbWvqmlCVH","name":"Waterskin","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]} -{"_id":"UxkP6FvDzPbsIY6o","name":"Manual of Golems","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a powercaster with at least two 5th-level power slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 psychic damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20GolemTimeCost
1-5@Compendium[sw5e.monsters.YOqhbf8WsX0jH9Fu]{Clay Golem}30 days65,000 gp
6-17@Compendium[sw5e.monsters.Hm4o2FgPZsdbXjLq]{Flesh Golem}60 days50,000 gp
18@Compendium[sw5e.monsters.h98AuPfomEPcCibP]{Iron Golem}120 days100,000 gp
19-20@Compendium[sw5e.monsters.z3gSIXHHWYaHjfBT]{Stone Golem}90 days80,000 gp
\n

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

\n

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":35000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"special","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-blue.jpg","effects":[]} -{"_id":"V13fjV5oSmvbRdgP","name":"Mess Kit","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]} -{"_id":"V5UAjT3ed6sDNtgm","name":"Crowbar","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","consume":{"type":"","target":null,"amount":null},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"folder":"","sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]} -{"_id":"VGtyTdVLoWls8FL5","name":"Scimitar +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} -{"_id":"VHYy3ZsJNPUo1SIx","name":"Scimitar +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} -{"_id":"VQ6NWjWV37wiB29O","name":"Wand of Secrets","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d3","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} -{"_id":"VQAUcjn1qdwW3MeU","name":"Vicious Light Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":5,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"VRT5GEusTFstOZdF","name":"Hide Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":6010,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":12,"dex":2},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} -{"_id":"VTc5McIjCm40KPIz","name":"Plate Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":7500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"Vm6SuX6TkDvSIVGr","name":"Vicious Morningstar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"VmcgAIsRCyrjBguC","name":"Restorative Ointment","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

\n

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

\n

Foundry note: the 5 charges reflect the maximum number of doses possible. Similarly, the guide price of 600 gp is calculated at 120 gp per dose. Adjust both as required.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":0.5,"price":600,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"The ointment needs to be swallowed or applied to the skin."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":5,"max":5,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 +2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/liquid-orange.jpg","effects":[]} -{"_id":"VwJjuNbBf2KHMPrY","name":"Cloak of Arachnida","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

\n
    \n
  • You have resistance to poison damage.
  • \n
  • You have a climbing speed equal to your walking speed.
  • \n
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • \n
  • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • \n
  • You can use an action to cast the @Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web} power (save DC 13). The web created by the power fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"save","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"W1kDsFekjroIywuz","name":"Studded Leather Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":6045,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} -{"_id":"WCafDVKITxwnlf2x","name":"Spyglass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Objects viewed through a spyglass are magnified to twice their size.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_11.jpg","effects":[]} -{"_id":"WFQS2vT8ddrFjTJg","name":"Parchment","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/parchment.jpg","effects":[]} -{"_id":"WLVQJVpCWiPkCAtZ","name":"Staff of Healing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, or druid)

\n

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following powers from it, using your power save DC and powercasting ability modifier: @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} (1 charge per power level, up to 4th), @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} (2 charges), or @Compendium[sw5e.powers.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds} (5 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 202","quantity":1,"weight":4,"price":13000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} -{"_id":"WNdN2mBF3O7ZNcMp","name":"Spear +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} -{"_id":"WO8DLfz3G2QZ5njs","name":"Ring of Acid Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a pearl that shimmers when it catches the light.

\n

You have resistance to acid damage while wearing this ring.

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

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level power slot.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Target must be a fiend or undead."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion"},"sort":1300001,"flags":{},"img":"systems/sw5e/icons/items/potions/minor-empty.jpg","effects":[]} -{"_id":"WWb4vAmh18sMAxfY","name":"Flame Tongue Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":6,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":7100001,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} -{"_id":"WfqBg3yBNoJQtVEB","name":"Shield +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +3. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"shield","value":5,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-skull.jpg","effects":[]} -{"_id":"Wk7EOYoY3b2tgGoS","name":"Deck of Illusions","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

\n

An illusion of one or more creatures forms over the thrown card and remains until dipowered. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

\n

The illusion lasts until its card is moved or the illusion is dipowered. When the illusion ends, the image on its card disappears, and that card can't be used again.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Playing CardIllusion
Ace of hearts@Compendium[sw5e.monsters.ZyIBOoZZD0nDaO2s]{Adult Red Dragon}
King of hearts@Compendium[sw5e.monsters.D5UqYD1EnTrJaMTO]{Knight} and four @Compendium[sw5e.monsters.E9CvDPDg5dFEpVjS]{Guard}s
Queen of heartsSuccubus or Incubus
Jack of hearts@Compendium[sw5e.monsters.K15Yl8JmB5iPircc]{Druid}
Ten of hearts@Compendium[sw5e.monsters.Aw2wmqGIatxe2ImI]{Cloud Giant}
Nine of hearts@Compendium[sw5e.monsters.KLCkHep28HBfdsky]{Ettin}
Eight of hearts@Compendium[sw5e.monsters.QtJairF0h18BRhEM]{Bugbear}
Two of hearts@Compendium[sw5e.monsters.TjWQOgI3A4UAl7lC]{Goblin}
Ace of diamondsBeholder
King of diamonds@Compendium[sw5e.monsters.B7lBOr1AahNZs4a6]{Archmage} and Mage Apprentice
Queen of diamonds@Compendium[sw5e.monsters.xvh2UOKv1bh03Gih]{Night Hag}
Jack of Diamonds@Compendium[sw5e.monsters.EMvcuOpu7ABCmBWi]{Assassin}
Ten of diamonds@Compendium[sw5e.monsters.45Z5kogZEhawX1Ey]{Fire Giant}
Nine of diamondsOgre Mage
Eight of diamonds@Compendium[sw5e.monsters.R2GPY9BhRmmwZwkh]{Gnoll}
Two of diamonds@Compendium[sw5e.monsters.5ngbctIMeEnuC1p1]{Kobold}
Ace of spades@Compendium[sw5e.monsters.bfh29vIEoGzI240e]{Lich}
King of spades@Compendium[sw5e.monsters.PVD5wRdyO7iCJPs1]{Priest} and two @Compendium[sw5e.monsters.CHEUjiYrVM9X0vIT]{Acolyte}s
Jack of spades@Compendium[sw5e.monsters.J8xjoG4Dxb8WkHtV]{Veteran}
Ten of spades@Compendium[sw5e.monsters.Buxe6dDK5Mw7kxe6]{Frost Giant}
Nine of spades@Compendium[sw5e.monsters.ZHAFrnCwCz17dmLc]{Troll}
Eight of spades@Compendium[sw5e.monsters.pYXovIksKvzswLCu]{Hobgoblin}
Two of spades@Compendium[sw5e.monsters.TjWQOgI3A4UAl7lC]{Goblin}
Ace of clubs@Compendium[sw5e.monsters.h98AuPfomEPcCibP]{Iron Golem}
King of clubs@Compendium[sw5e.monsters.rb7OJt822wIO52qY]{Bandit Captain} and three @Compendium[sw5e.monsters.n4TEv7inVUkyZviN]{Bandit}s
Queen of clubs@Compendium[sw5e.monsters.3o2rQBqpzjIHmrBW]{Erinyes}
Jack of clubs@Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}
Ten of clubs@Compendium[sw5e.monsters.9g4N9sjyh8Ql46to]{Hill Giant}
Nine of clubs@Compendium[sw5e.monsters.eIGowKTkEBC9gUzx]{Ogre}
Eight of clubs@Compendium[sw5e.monsters.LBf4Yyuv0i8pALW7]{Orc}
Two of clubs@Compendium[sw5e.monsters.5ngbctIMeEnuC1p1]{Kobold}
Joker (2)You (the deck's owner)
\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":0.1,"price":6120,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":36,"max":36,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":15,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bills.jpg","effects":[]} -{"_id":"WlPzuxaVnYzxzDEC","name":"Whip +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} -{"_id":"WnKWD1FuAFUE7f4v","name":"Tome of Understanding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} -{"_id":"Wo2Dkh191C4VmLmg","name":"Ring Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6030,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"Wv7HzD6dv1P0q78N","name":"Basket","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A basket holds 2 cubic feet or 40 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":0.4,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":40,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600001,"flags":{},"img":"systems/sw5e/icons/items/inventory/cage.jpg","effects":[]} -{"_id":"WwdpHLXGX5r8uZu5","name":"Leather Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"X5knPtrQAT8GePJ4","name":"Miner's Pick","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is a hand tool with a hard head atached perpendiocular to the handle.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]} -{"_id":"X6PHssSGnwiJRgcx","name":"Luck Blade Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} -{"_id":"XEH5YErAN1WSytln","name":"Figurine of Wondrous Power Serpentine Owl","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Serpentine Owl. This serpentine statuette of an owl can become a @Compendium[sw5e.monsters.TWe8OKEc59XXINGh]{Giant Owl} for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-green.jpg","effects":[]} -{"_id":"XGAWqtmhK6SYBL6A","name":"Goggles of Night","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

","chat":"","unidentified":""},"source":"DMG pg 172","quantity":1,"weight":0.3,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} -{"_id":"XIpJkxbySJxm6hoU","name":"Light Hammer +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} -{"_id":"XJ8CG4UvLELCmOi2","name":"Ring of Lightning Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a citrine stone that glints when it catches the light.

\n

You have resistance to lightning damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} -{"_id":"XJFqU9COdk4ycFa2","name":"Hide Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":6010,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} -{"_id":"XKnDE8DTrJxIkVCF","name":"Padded Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":24005,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":true,"proficient":false},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"XVK6TOL4sGItssAE","name":"Light Hammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This sturdy hammer is small enough to be nimbly wielded or used in combination with another weapon.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} -{"_id":"XXLznzi3rlanMhTM","name":"Crossbow Bolt +3","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["3","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"XZWHQ20ynJBK6xmU","name":"Ring of Air Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Air.

\n

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

\n

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

\n

Ring of Air Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster} on an Air Elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.

\n

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

\n
    \n
  • You have resistance to lightning damage.
  • \n
  • You have a flying speed equal to your walking speed and can hover.
  • \n
  • You can cast the following powers from the ring, expending the necessary number of charges: @Compendium[sw5e.powers.QbTxN5dWIbYZ4jLU]{Chain Lightning} (3 charges), @Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind} (2 charges), or @Compendium[sw5e.powers.ew6GA8dJy2spQmFW]{Wind Wall} (1 charge).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":35000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} -{"_id":"Xbq8CyXSRV358SfP","name":"Oil of Etherealness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).  Applying the oil takes 10 minutes.  The affected creature then gains the effect of the @Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness} power for 1 hour.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":0.1,"price":1920,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Medium or smaller creature. Takes 10 minutes to apply."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-1.jpg","effects":[]} -{"_id":"XdDp6CKh9qEvPTuS","name":"Power Scroll 2nd Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":120,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-druid.jpg","effects":[]} -{"_id":"XmnlF5fgIO3tg6TG","name":"Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":true,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"Y08Al2dMN8he1hFK","name":"Light Hammer +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} -{"_id":"Y9S75go1hLMXUD48","name":"Brewer's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":9,"price":20,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herb.jpg","effects":[]} -{"_id":"YFarUKR3OrM5raf5","name":"Half Plate Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6750,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":17,"dex":2},"strength":null,"stealth":true,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"YG9QW0flem4SLL6A","name":"Bag of Devouring","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

\n

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.

\n

Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first).

\n

Any creature that starts its turn inside the bag is devoured, its body destroyed.

\n

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

\n

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

","chat":"","unidentified":""},"source":"DMG pg. 153","quantity":1,"weight":15,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"capacity":{"type":"weight","value":999999999,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"details":{"description":"

Wondrous item

\n

This bag superficially resembles a @Compendium[sw5e.items.aDHRuUs29SrumWfq]{Bag of Holding} but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

\n

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.

\n

Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first).

\n

Any creature that starts its turn inside the bag is devoured, its body destroyed.

\n

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

\n

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

"}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch-belt.jpg","effects":[]} -{"_id":"YHCmjsiXxZ9UdUhU","name":"Navigator’s Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} -{"_id":"YM6bZNmpync83VFa","name":"Giant Slayer Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":4,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/axe-crescent.jpg","effects":[]} -{"_id":"YS9CRHg2yQlOVi3j","name":"Mithral Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":55,"price":875,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"YeLz5OxRNxmvHJId","name":"Ioun Stone of Intellect","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Intellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-red.jpg","effects":[]} -{"_id":"YevPP0DZXgAcLmzv","name":"Rapier +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"YfBwELTgPFHmQdHh","name":"Jeweler's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-blue.jpg","effects":[]} -{"_id":"YjImJ3cVnArHH4ES","name":"Winged Boots","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

\n

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

","chat":"","unidentified":""},"source":"DMG pg. 214","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":4,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-plain.jpg","effects":[]} -{"_id":"YrkkHa6KN8a9o35k","name":"Defender Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":2,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} -{"_id":"YwS4pESpfsiq0JZv","name":"Armor of Vulnerability","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

\n

Curse. This armor is cursed, a fact that is revealed only when an identify power is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse power or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":5900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"YwlHI3BVJapz4a3E","name":"Gaming Set of Playing Cards","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of playing card types, both unmarked and marked.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bills.jpg","effects":[]} -{"_id":"Z0eO3TTpYA2hjwdd","name":"Vicious Shortbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} -{"_id":"Z7xno2zMzRtqqUIQ","name":"Vicious Quarterstaff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} -{"_id":"Z9FBwEoMi6daDGRj","name":"Flame Tongue Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} -{"_id":"ZKyhkS8ud2NpV7ng","name":"Scimitar of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_03.jpg","effects":[]} -{"_id":"ZLpj1bpnWlAFUEHE","name":"Giant Slayer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":3,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-death.jpg","effects":[]} -{"_id":"ZYEqOSY9BLZs2GPx","name":"Bracers of Archery","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/bracers-leather.jpg","effects":[]} -{"_id":"ZcvU9rRb573NOywv","name":"Longbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} -{"_id":"ZdcEtbtU3VkuxIFE","name":"Brooch of Shielding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} power.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":7500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-blue.jpg","effects":[]} -{"_id":"Zf7kBZa5f4WBepn1","name":"Ring of Earth Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Earth.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[sw5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

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

\n

Ring of Earth Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster} on an Earth Elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

\n

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

\n
    \n
  • You have resistance to acid damage.
  • \n
  • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
  • \n
  • You can cast the following powers from the ring, expending the necessary number of charges: @Compendium[sw5e.powers.QvGcdRUSNRKEQJlK]{Stone Shape} (2 charges), @Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin} (3 charges), or @Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":31000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} -{"_id":"ZgXJE9pjvZLMCeHg","name":"Slippers of Spider Climbing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0.5,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":"Surface cannot be slippery."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/webs.jpg","effects":[]} -{"_id":"ZjUOHSyND2VFXQeP","name":"Crossbow Bolt +1","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"ZoUVmRA3HfAK2eZy","name":"Candle of Invocation","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the Detect Evil and Good power. The GM chooses the god and associated alignment or determines the alignment randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Alignment
1-2Chaotic evil
3-4Chaotic neutral
5-7Chaotic good
8-9Neutral evil
10-11Neutral
12-13Neutral good
14-15Lawful evil
16-17Lawful neutral
18-20Lawful good
\n

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

\n

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st- level powers he or she has prepared without expending power slots, though the power's effect is as if cast with a 1st-level slot.

\n

Alternatively, when you light the candle for the first time, you can cast the @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate}power with it. Doing so destroys the candle.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":4,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":6900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/candle-stub.jpg","effects":[]} -{"_id":"ZwFCZDgQljlidzns","name":"Leather Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":24010,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":false,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"a26LjC4QxP1oorXC","name":"Headband of Intellect","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":0.01,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} -{"_id":"aA7MbjnpHYoYvmuW","name":"Ring of Swimming","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You have a swimming speed of 40 feet while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-gold.jpg","effects":[]} -{"_id":"aDEAwKwttl35dWaB","name":"Scale Mail +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":1550,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"aDHRuUs29SrumWfq","name":"Bag of Holding","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

\n

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again.

\n

Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

\n

Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 153","quantity":1,"weight":15,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"capacity":{"type":"weight","value":500,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch-belt.jpg","effects":[]} -{"_id":"aEiM49V8vWpWw7rU","name":"Net","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

These thickly woven fibers are reinforced for use in combat to entrap and entangle even the most dangerous foes, rendering them vulnerable for assault with other weaponry.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/net.jpg","effects":[]} -{"_id":"aMnWi1WXWpxRHq4r","name":"Potion of Climbing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

\n

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-8.jpg","effects":[]} -{"_id":"aOrinPg7yuDZEuWr","name":"Power Scroll 8th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 18
Attack bonus: +10.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":5120,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-magic.jpg","effects":[]} -{"_id":"aXsfZvDCdpuv3Yvb","name":"Arrow of Slaying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.05,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"consumableType":"ammo"},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} -{"_id":"aa9KuBy4dst7WIW9","name":"Musical Instrument: Horn","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A horn, of any variety, to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} -{"_id":"akjpaK4TYkUZbGrN","name":"Chain Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":55,"price":6075,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":18,"dex":0},"strength":13,"stealth":true,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"amRx3jOYlPeXEiAN","name":"Light Crossbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"ap9prThUB2y9lDyj","name":"Weaver's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-pink.jpg","effects":[]} -{"_id":"asUgQFrF1xYeNhtW","name":"Sickle +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} -{"_id":"azxwKFHrNmG3HpVy","name":"Plate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":65,"price":7500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":4800001,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"b2l2ubCGSnmiTrm8","name":"Shortsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"b46t42bMruQf9v3O","name":"Mace of Terror","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute.

\n

While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

\n

The mace regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":4,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"bAyr7j5Peq9wIJTa","name":"Potion of Clairvoyance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

\n

When you drink this potion, you gain the effect of the @Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance} power.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":960,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-2.jpg","effects":[]} -{"_id":"bEZOY6uvHRweMM56","name":"Potion of Fire Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 25 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} -{"_id":"bHbbIhbTzu4lYMRz","name":"Holy Avenger Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod + 3","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} -{"_id":"bPFVfq81EsMNu6OQ","name":"Wand of Lightning Bolts","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt} power (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the power. You can increase the power slot level by one for each additional charge you expend.

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":32000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":"1d6"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} -{"_id":"bWI5i4RbyGKT6Eiq","name":"Dagger +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} -{"_id":"baoe3U5BfMMMxhCU","name":"Musical Instrument: Viol","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A viol to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} -{"_id":"bcv7J9culilK68zp","name":"Longsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","slashing"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} -{"_id":"bod1dKzbAkAm21Ho","name":"Staff of Swarming Insects","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

\n

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

\n

Powers. While holding the staff, you can use an action to expend some of its charges to cast one of the following powers from it, using your power save DC: @Compendium[sw5e.powers.czXrVRx6XYRWsHAi]{Giant Insect} (4 charges) or @Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague} (5 charges).

\n

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"con","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} -{"_id":"bq9YKwEHLQ7p7ric","name":"Belt of Fire Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-buckle.jpg","effects":[]} -{"_id":"bqZ6NTLDCUB98YjV","name":"Potion of Gaseous Form","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s container seems to hold fog that moves and pours like water.

\n

When you drink this potion, you gain the effect of the @Compendium[sw5e.powers.2IWiZAJtOGDoKjiz]{Gaseous Form} power for 1 hour (no concentration required) or until you end the effect as a bonus action. 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-7.jpg","effects":[]} -{"_id":"c0luemOP0iW8L23R","name":"Potion of Psychic Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-violet.jpg","effects":[]} -{"_id":"cG3m4YlHfbQlLEOx","name":"Forgery Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/note-letter.jpg","effects":[]} -{"_id":"cGUPm15mLfhGDz2b","name":"Dust of Disappearance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use.

\n

When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect.

\n

If a creature affected by the dust attacks or casts a power, the invisibility ends for that creature.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":0,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/water_01.jpg","effects":[]} -{"_id":"cI0UhWUux8gIzSHn","name":"Chain Shirt +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":24050,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"cKpJmsJmU8YaiuqG","name":"Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":60,"price":200,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":17,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":850000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} -{"_id":"cQ94oKUZN8FDAI8U","name":"Battleaxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","slashing"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} -{"_id":"caEn3ixCUFBnHTx6","name":"Staff of the Woodlands","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to power attack rolls.

\n

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

\n

Powers. You can use an action to expend 1 or more of the staff's charges to cast one of the following powers from it, using your power save DC: @Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship} (1 charge), @Compendium[sw5e.powers.MCEpGpvovcXagwQS]{Awaken} (5 charges), @Compendium[sw5e.powers.JPwIEfgUPVebr5AH]{Barkskin} (2 charges), @Compendium[sw5e.powers.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants} (2 charges), speak with animals (1 charge), @Compendium[sw5e.powers.2VXGS206tuChoeXy]{Speak with Plants} (3 charges), or @Compendium[sw5e.powers.AQsBc94ES7W7s7iG]{Wall of Thorns} (6 charges).

\n

You can also use an action to cast the @Compendium[sw5e.powers.pRMvmknwLf2tdMTj]{Pass without Trace} power from the staff without using any charges.

\n

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":44000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","bludgeoning"]],"versatile":"1d8 +@mod +2"},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} -{"_id":"ccm5xlWhx74d6lsK","name":"Painter's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} -{"_id":"cmnBssaWWzWWm70C","name":"Handaxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} -{"_id":"ctKfjHjk9gs9UtZI","name":"Potion of Speed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion’s yellow fluid is streaked with black and swirls on its own.

\n

When you drink this potion, you gain the effect of the @Compendium[sw5e.powers.Szvk5FEVQW3uhJi5]{Haste} power for 1 minute (no concentration required).

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-6.jpg","effects":[]} -{"_id":"d58CvI0Fiav9Jjt1","name":"Defender Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":2,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} -{"_id":"d5HNCmLIPCpPoX2w","name":"Rod of Lordly Might","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

\n

Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

\n

If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head.

\n

If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

\n

If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

\n

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

\n

If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

\n

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

\n

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.

\n

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.

\n

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":28000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Button presses are a bonus action."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/red_05.jpg","effects":[]} -{"_id":"dG7iFak1YH1nXRpC","name":"Vicious Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} -{"_id":"dGnkwePemh7ovuDv","name":"Ring of Mind Shielding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

\n

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

\n

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":16000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orb.jpg","effects":[]} -{"_id":"dJjdWdaZU30r1zx4","name":"Plate Armor of Etherealness","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. This particular armor has been inscribed with certain magical runes or other means to imbue power upon it.

\n

While you're wearing this armor, you can speak its command word as an action to gain the effect of the @Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness} power, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":65,"price":48000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"dOZkW5MwvsMhnd08","name":"Half Plate Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":2250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":true,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"dP7jMKyHTTgVb3ii","name":"Ink Bottle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]} -{"_id":"dQxqcjDm0IxYusCV","name":"Hat of Disguise","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this hat, you can use an action to cast the @Compendium[sw5e.powers.A3q2gTNqG6fvNGrv]{Disguise Self} power from it at will. The power ends if the hat is removed.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":0.1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} -{"_id":"dRtb9Tg34NKX9mGF","name":"Leather Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":6010,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"dX8AxCh9o0A9CkT3","name":"Morningstar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"dXtZxlh2VKLCo1nA","name":"Leather Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":1510,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"dZ9zWfhsIlabadKL","name":"Holy Avenger Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} -{"_id":"ddWvQRLmnnIS0eLF","name":"Light Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"dghpiMWDSUXtQf6X","name":"Morningstar +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"dsjke4vPPsc9gsxH","name":"Elemental Gem of Fire","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This red corundum contains a mote of elemental energy. When you use an action to break the gem, a @Compendium[sw5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental} is summoned as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-red.jpg","effects":[]} -{"_id":"ducaFdrqwLZ0l3c7","name":"Flame Tongue Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":7100001,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} -{"_id":"dvNzJqb7vq6oJlA2","name":"Berserker Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":4,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} -{"_id":"dwGxrGqkn2ppNaqs","name":"Greatclub +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} -{"_id":"e7JpVX2549vp9mgF","name":"Vicious Spear","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} -{"_id":"e98hfROZjztt7ccO","name":"Feather Token Fan","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red-stripe.jpg","effects":[]} -{"_id":"eHGbr3rqRRxdBPLq","name":"Chain Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":55,"price":24075,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":19,"dex":0},"strength":13,"stealth":true,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"eJOrPcAz9EcquyRQ","name":"Musical Instrument: Flute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]} -{"_id":"eJY20LOs3pOkRDPl","name":"Block of Incense","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Frequently used by the rich and religious alike to scent the air for purposes of pleasure or ritual.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/coral-white.jpg","effects":[]} -{"_id":"eJtPBiZtr2pp6ynt","name":"Crossbow Bolt Case","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

This wooden case can hold up to twenty crossbow bolts.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1.5,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1000001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]} -{"_id":"eKip69fExSYN661B","name":"Vicious Glaive","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":20,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"eM5gEe4SEOvA2Y9t","name":"Staff of Power","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a sorcerer, warlock, or wizard)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and power attack rolls.

\n

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

\n

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

\n

Powers. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following powers from it, using your power save DC and power attack bonus: @Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold} (5 charges), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (5th-level version, 5 charges), @Compendium[sw5e.powers.WmQpxfjZwF3MGUby]{Globe of Invulnerability} (6 charges), @Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster} (5 charges), @Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate} (2 charges), @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt} (5th-level version, 5 charges), @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} (1 charge), @Compendium[sw5e.powers.ODhLKBxLnvvLOnw1]{Ray of Enfeeblement} (1 charge), or @Compendium[sw5e.powers.o9ZCvuD2B1OTcubb]{Wall of Force} (5 charges).

\n

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

\n

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff
\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 202","quantity":1,"weight":4,"price":95500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":20,"max":20,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"2d8 +4","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-skull.jpg","effects":[]} -{"_id":"eMR6B4bIoJPUDJG8","name":"Dust of Dryness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

\n

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

\n

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":1200,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_28.jpg","effects":[]} -{"_id":"eO7Fbv5WBk5zvGOc","name":"Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} -{"_id":"eQNXan0zp279jDtk","name":"Immovable Rod","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":5,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_22.jpg","effects":[]} -{"_id":"eQTKbhnpkrtXUfwN","name":"Ladder (10-foot)","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ladder 10-foot long, as sturdy or rickety as the hand that crafted or bodged it together.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":25,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/wood.jpg","effects":[]} -{"_id":"eTNc8XPtvZNe3yQs","name":"Potion of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

\n

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. 

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-10.jpg","effects":[]} -{"_id":"eVbPkYjpl29RE2uW","name":"Basic Poison","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":100,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"one slashing or piercing weapon, or up to three pieces of ammunition"},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat"},"consumableType":"potion"},"sort":500001,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-7.jpg","effects":[]} -{"_id":"eZGmdOhaTWMicXPW","name":"Component Pouch","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/satchel-leather.jpg","effects":[]} -{"_id":"ea4xclqsksEQB1QF","name":"Abacus","permission":{"default":0},"type":"loot","data":{"description":{"value":"

The abacus, also called a counting frame, is a calculating tool.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"attributes":{"powerdc":10},"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-loop.jpg","effects":[]} -{"_id":"efluRemOguW2YeZY","name":"Frost Brand Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} -{"_id":"egJhGFU3v5OfjPNS","name":"Shortbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} -{"_id":"ejEt6hLQxOux04lS","name":"Demon Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this plate armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

\n

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the @Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse} power or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their powers and special abilities.

","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":65,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} -{"_id":"etA2SBgWwduCLgLT","name":"Ring of Shooting Stars","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement outdoors at night)

\n

While wearing this ring in dim light or darkness, you can cast @Compendium[sw5e.powers.CAxSzHWizrafT033]{Dancing Lights} and @Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light} from the ring at will. Casting either power from the ring requires an action.

\n

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

\n

Faerie Fire. You can expend 1 charge as an action to cast @Compendium[sw5e.powers.nqBDWkVOfcGZt4YU]{Faerie Fire} from the ring.

\n

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

\n

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a power), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

\n

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SpheresLightning Damage
42d4
32d6
25d4
14d12
\n

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":14000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":6,"max":6,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} -{"_id":"evSCq83oPhR0ZK4y","name":"Armor of Invulnerability","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":18000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":6900001,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"ewXgnWiYQhS8KArS","name":"Ring of Three Wishes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. The ring becomes nonmagical when you use the last charge.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":50000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orb.jpg","effects":[]} -{"_id":"f0I81P9k29Q1lV4S","name":"Scale Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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

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

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":45,"price":6050,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":4900001,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"f4w4GxBi0nYXmhX4","name":"Rations","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]} -{"_id":"f5chGcpQCi1HYPQw","name":"Potion of Poison Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-green.jpg","effects":[]} -{"_id":"fC0lFK8P4RuhpfaU","name":"Cartographer's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} -{"_id":"fCRftM4QxEDkeu0a","name":"Club +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} -{"_id":"fCUZ7h8YYrs16UhX","name":"Belt of Stone Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

\n

The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-rock.jpg","effects":[]} -{"_id":"fNMkFCOvMiW2Rh3t","name":"Paper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A single sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/paper.jpg","effects":[]} -{"_id":"fO1PuSOtZWLzEHqu","name":"Scale Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":6050,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":true,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"fStHPOhuJvwEjzQh","name":"Plate Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"fWR9EFEjR0JtFdCC","name":"Luck Blade Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":6,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} -{"_id":"fbC0Mg1a73wdFbqO","name":"Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"25","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"fin":true,"lgt":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} -{"_id":"fbcQsOgWCjhEAGY7","name":"Efreeti Bottle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an @Compendium[sw5e.monsters.LTomFUTBrkRi0Pj5]{Efreeti} appears in an unoccupied space within 30 feet of you.

\n

The first time the bottle is opened, the GM rolls to determine what happens.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
01-10The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00The efreeti can cast the wish power three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":40000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"consume":{"type":"","target":"","amount":null}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/potions/magic-yellow.jpg","effects":[]} -{"_id":"feKHv3JUWZdSNKf0","name":"Dragon Slayer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} -{"_id":"fu7DJcrYWfGMeVt9","name":"Blowgun +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} -{"_id":"fvezXwRJ5PqUf5NN","name":"Ring of Cold Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a tourmaline stone that gleams when it catches the light.

\n

You have resistance to cold damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-ruby.jpg","effects":[]} -{"_id":"g2dWN7PQiMRYWzyk","name":"Quarterstaff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} -{"_id":"g8DG0jXlvfP3uTtZ","name":"Vicious War Pick","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} -{"_id":"g8fQZ1WyTz2bTtvA","name":"Alms Box","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A box with a money slot and detachable base mainly used by priests and the like to collect alms.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":2,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":5100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/piggybank.jpg","effects":[]} -{"_id":"gBQ8xqTA5f8wP5iu","name":"Blowgun Needle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is designed to be fired through a blowgun using the force of the wielders lungs. These needles are frequently tipped with deadly or crippling venoms.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.02,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"attributes":{"powerdc":10},"consumableType":"ammo"},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} -{"_id":"gLkbbUtGhQgYANM8","name":"Arrow +2","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_07.jpg","effects":[]} -{"_id":"gP1URGq3kVIIFHJ7","name":"Reliquary","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A tiny box or other container holding a fragment of a precious relic, saint, or other historical figure that dedicated their life to walk the path of a true believer. A deity imbues the bearer of this artifact with the ability to call forth their power and in doing so spread the faith once more.

\n

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chest-red.jpg","effects":[]} -{"_id":"gSwpQacBLOJeLWrK","name":"Vicious Mace","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod",""]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"gTRFQLdVD1gsKtPi","name":"Potion of Growth","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts.  Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “enlarge” effect of the @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce} power for 1d4 hours (no concentration required).

","chat":"","unidentified":""},"source":"DMG. pg. 187","quantity":1,"weight":0.1,"price":270,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-9.jpg","effects":[]} -{"_id":"gV671PZGnYoVZefN","name":"Javelin +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"gVo3UbvwjFIiFR0c","name":"Vicious Longbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} -{"_id":"gYDMk3LWikIP5PmA","name":"Shortbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} -{"_id":"giU3yyZXvErjf78D","name":"Dart +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} -{"_id":"gpHgWLsD8k2yzbfR","name":"Cape of the Mountebank","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This cape smells faintly of brimstone. While wearing it, you can use it to cast the @Compendium[sw5e.powers.A4RsPuSvB9wFtz1j]{Dimension Door} power as an action. This property of the cape can't be used again until the next dawn.

\n

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"gwuffGC4JZ8BbStz","name":"Berserker Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":2,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} -{"_id":"gyJ0imAckcWtCjyv","name":"Club +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} -{"_id":"h0XLhuUQ0vSnW3DU","name":"Vicious Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"h8rS84jKsMHl9J1i","name":"Ioun Stone of Awareness","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Awareness. You can't be surprised while this dark blue rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gemstone-blue.jpg","effects":[]} -{"_id":"hDF4RSCzMO8iI14x","name":"Ioun Stone of Leadership","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-purple.jpg","effects":[]} -{"_id":"hFAVm9pTJDm0nu3g","name":"Broom of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

\n

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_23.jpg","effects":[]} -{"_id":"hGrxC676XmlnS9y0","name":"Cloak of the Manta Ray","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet.

\n

Pulling the hood up or down requires an action.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"hHX5qXva1ScCpBpL","name":"Net +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/net.jpg","effects":[]} -{"_id":"hJS8yEVkqgJjwfWa","name":"Potter's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} -{"_id":"hM84pZnpCqKfi8XH","name":"Cobbler's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-leather.jpg","effects":[]} -{"_id":"hOzuSDqmOIOx8z3Z","name":"Fishing Tackle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/skills/gray_10.jpg","effects":[]} -{"_id":"hSY1b8yi8JWw2blf","name":"Boots of Striding and Springing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-leather.jpg","effects":[]} -{"_id":"hWqImieUaLo08l9l","name":"Feather Token Bird","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a @Compendium[sw5e.monsters.p980augbCIdpK9ZX]{Roc}, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

\n

Foundry note: the 144 charges represent the 144 miles the bird can travel when being able to travel at maximum speed to enable accurate distance-tracking as required.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":144,"max":144,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-yellow.jpg","effects":[]} -{"_id":"hdUzXzVPonOQzW81","name":"Greataxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} -{"_id":"hdlBOEbEjiwUjTW5","name":"Ring of Djinni Summoning","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can speak its command word as an action to summon a particular @Compendium[sw5e.monsters.5P1VGAZQwOilwZQf]{Djinni} from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a power), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.

\n

While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.

\n

After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":45000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} -{"_id":"hf5j1meGsA33HkUj","name":"Mirror of Life Trapping","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.

\n

If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.

\n

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.

\n

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

\n

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

\n

While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.

\n

In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

","chat":"","unidentified":""},"source":"DMG pg. 181","quantity":1,"weight":50,"price":18000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. Target must be able to see its reflection."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_17.jpg","effects":[]} -{"_id":"hqVKZie7x9w3Kqds","name":"Power Scroll 3rd Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 15
Attack bonus: +7.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-druid.jpg","effects":[]} -{"_id":"hxfOtvFrY1PXHQN1","name":"Ring of Telekinesis","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can cast the @Compendium[sw5e.powers.HQfd7jJyULIoGxrZ]{Telekinesis} power at will, but you can target only objects that aren't being worn or carried.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":80000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Target object cannot be currently worn or carried."},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-red.jpg","effects":[]} -{"_id":"i2puCDRaTxkuFfB4","name":"Ring of Free Action","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":20000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-gold.jpg","effects":[]} -{"_id":"i3njMqHc689GvHDn","name":"Ring of X-ray Vision","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

\n

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-eye.jpg","effects":[]} -{"_id":"i4NeNZ30ycwPDHMx","name":"Sickle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} -{"_id":"i89okN7GFTWHsvPy","name":"Herbalism Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herbalism-kit.jpg","effects":[]} -{"_id":"iB3gunzgxZ8xK6Z5","name":"Talisman of Pure Good","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a creature of good alignment)

\n

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

\n

If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to power attack rolls while you wear or hold it.

\n

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":71680,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","radiant"]],"versatile":"8d6"},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]} -{"_id":"iBuTM09KD9IoM5L8","name":"Gaming Set of Dice","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of dice, both straight and weighted.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]} -{"_id":"iIuNqnpWCHrLEKWj","name":"Net +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

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

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/net.jpg","effects":[]} -{"_id":"iLt7wTWr4cJnQulJ","name":"Figurine of Wondrous Power Ivory Goat of Traveling","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Traveling can become a Large goat with the same statistics as a @Compendium[sw5e.monsters.rz8UTUnFT87BsAFR]{Riding Horse}. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":24,"max":24,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]} -{"_id":"iOMRrzfzFCfPGuD6","name":"Bag of Sand","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bag of sand used by the scholarly to dry freshly inked letters and correspondence quickly and safely for quick dispatch.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]} -{"_id":"iRDmig2qZ7LdP0ug","name":"Mithral Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":45,"price":850,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"idtlcnIWgwVdvp31","name":"Javelin +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"ig5DOQtQYJPXJId4","name":"Ioun Stone of Fortitude","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Fortitude. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/crystal-purple.jpg","effects":[]} -{"_id":"iiQxTvDOhPGW5spF","name":"Amulet of Health","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item (requires attunement)

\n

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":4300001,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-red.jpg","effects":[]} -{"_id":"ijDzcDXfJAdj2uED","name":"Heavy Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} -{"_id":"il2GNi8C0DvGLL9P","name":"Poisoner’s Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herb-satchel.jpg","effects":[]} -{"_id":"irtqrzaUCeshmTZp","name":"Vestments","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]} -{"_id":"isKR904LkLaH4i6M","name":"Vicious Halberd","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"izF3kmyFEVI5TWhp","name":"Dart +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10},"consume":{"type":"","target":"","amount":null}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} -{"_id":"j2ZGEwx8MhHZXds4","name":"Belt of Dwarvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, you gain the following benefits:

\n
    \n
  • Your Constitution score increases by 2, to a maximum of 20.
  • \n
  • You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
  • \n
\n

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

\n
    \n
  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • \n
  • You have darkvision out to a range of 60 feet.
  • \n
  • You can speak, read, and write Dwarvish.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-rock.jpg","effects":[]} -{"_id":"jJU8vFhHLQeKe2wu","name":"Gem of Seeing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

\n

The gem regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-blue.jpg","effects":[]} -{"_id":"jcQqI0pxLD2nNNQ4","name":"Whip +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} -{"_id":"jeoZmDD9fuQdvC77","name":"Vicious Dart","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0.25,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} -{"_id":"jf0XMx2vfEZzZuD7","name":"Mace +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"jhjo20QoiD5exf09","name":"Calligrapher's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in calligraphy.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/note-letter.jpg","effects":[]} -{"_id":"jlI44g90pp4VazBU","name":"Block and Tackle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/tool-hook.jpg","effects":[]} -{"_id":"jmSC8I5awCoxNVv7","name":"Giant Slayer Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":7,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} -{"_id":"jvKmgJYL33E8gev5","name":"Ioun Stone of Reserve","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Reserve. This vibrant purple prism stores powers cast into it, holding them until you use them. The stone can store up to 3 levels worth of powers at a time. When found, it contains 1d4 − 1 levels of stored powers chosen by the GM.

\n

Any creature can cast a power of 1st through 3rd level into the stone by touching it as the power is cast. The power has no effect, other than to be stored in the stone. If the stone can't hold the power, the power is expended without effect. The level of the slot used to cast the power determines how much space it uses.

\n

While this stone orbits your head, you can cast any power stored in it. The power uses the slot level, power save DC, power attack bonus, and powercasting ability of the original caster, but is otherwise treated as if you cast the power. The power cast from the stone is no longer stored in it, freeing up space.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/crystal-purple.jpg","effects":[]} -{"_id":"k2B9P3gm2NGjJ1m0","name":"Hide Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":1510,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":13,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} -{"_id":"k3T7tpcdzDyVKlF4","name":"Wand of the War Mage +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

While holding this wand, you gain a bonus to power attack rolls of +2. In addition, you ignore half cover when making a power attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":4800,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"consume":{"type":"","target":null,"amount":null},"armor":{"value":0,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"folder":"oENpm3Crialw50Y1","sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} -{"_id":"kBVK2IiZYRkEYtcM","name":"Greatsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} -{"_id":"kHjpHTKex95ULxUX","name":"Light Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"kKGJjVVlJVoakWgQ","name":"Potion of Force Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Force type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-blue.jpg","effects":[]} -{"_id":"kNlvoSTcdMqxJPmI","name":"Battleaxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} -{"_id":"kOYXMf4GTtD7OqbD","name":"Dancing Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} -{"_id":"kTxi62RTrrdrIBr9","name":"Holy Avenger Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 3","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} -{"_id":"kdkpSZMUHGXGM15H","name":"Signet Ring","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ring with specific design to denote membership and rank within a house or organization.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} -{"_id":"khyjT3dKyoEOf4eA","name":"Wand of Polymorph","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the @Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph} power (save DC 15) from it.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":32000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} -{"_id":"kjTPoUeomTPWJ9h3","name":"Adamantine Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":20,"price":550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"kpDbCYgUivh7NApp","name":"Powerguard Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you have advantage on saving throws against powers and other magical effects, and power attacks have disadvantage against you.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":6,"price":50000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"shield","value":2,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-coin.jpg","effects":[]} -{"_id":"kvD4ElYCfCKpjDeg","name":"Dwarven Thrower","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a dwarf)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

\n

**Foundry note: to apply the additional damage to a giant, please use the Other Formula one more time.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":2,"price":18000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":"1d10 + @mod +3"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} -{"_id":"l2T46xCqUbJvKE7A","name":"War Pick +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} -{"_id":"l3V7V8VCXpmAAysQ","name":"Staff of the Magi","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a sorcerer, warlock, or wizard)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to power attack rolls.

\n

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

\n

Power Absorption. While holding the staff, you have advantage on saving throws against powers. In addition, you can use your reaction when another creature casts a power that targets only you. If you do, the staff absorbs the magic of the power, canceling its effect and gaining a number of charges equal to the absorbed power's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).

\n

Powers. While holding the staff, you can use an action to expend some of its charges to cast one of the following powers from it, using your power save DC and powercasting ability: @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} (7 charges), @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic} (3 charges), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (7th-level version, 7 charges), @Compendium[sw5e.powers.FjYE214HTERCRZNm]{Flaming Sphere} (2 charges), @Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm} (4 charges), @Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility} (2 charges), @Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock} (2 charges), @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt} (7th-level version, 7 charges), @Compendium[sw5e.powers.d9MwcXi7Il3HROXd]{Passwall} (5 charges), @Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift} (7 charges), @Compendium[sw5e.powers.HQfd7jJyULIoGxrZ]{Telekinesis} (5 charges), @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire} (4 charges), or @Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web} (2 charges).

\n

You can also use an action to cast one of the following powers from the staff without using any charges: @Compendium[sw5e.powers.8cse7rit0oswRPUP]{Arcane Lock}, @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}, @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce}, @Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}, @Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}, or @Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}.

\n

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

\n

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff
\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":350000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":50,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"4d6 +2","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} -{"_id":"l794iywHk8Wc6Uvi","name":"Book of Lore","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-orange.jpg","effects":[]} -{"_id":"l88FXiodYofrJT8a","name":"Lance +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} -{"_id":"lAcTZgNtpmks2Mo5","name":"Potion of Cloud Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 27 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1750,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-blue.jpg","effects":[]} -{"_id":"lHS63sC6bypENNlR","name":"Flask","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A flask holds 1 pint of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flask-dark.jpg","effects":[]} -{"_id":"lM5uo6R4gy8rJG5Y","name":"Vicious Javelin","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"lN1VbnGFo3HNZXNb","name":"Half Plate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6750,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"lPsueMv4ZoXqCYf9","name":"Wand of Wonder","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

\n

If the effect causes you to cast a power from the wand, the power's save DC is 15. If the power normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the power on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
01-05You cast @Compendium[sw5e.powers.yqUDoxk4x0NWG5Bz]{Slow}.
06-10You cast @Compendium[sw5e.powers.nqBDWkVOfcGZt4YU]{Faerie Fire}.
11-15You are stunned until the start of your next turn, believing something awesome just happened.
16-20You cast @Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind}.
21-25You cast @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30You cast @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}.
31-33Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a @Compendium[sw5e.monsters.SBCe2BSa6opTS5M4]{Rhinoceros} appears; on a 26–50, an @Compendium[sw5e.monsters.jLPhaBnMtAbB5dp1]{Elephant} appears; and on a 51–100, a @Compendium[sw5e.monsters.pozQUPTnLZW8epox]{Rat} appears.
37-46You cast @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt}.
47-49A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53You enlarge the target as if you had cast @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce}. If the target can't be affected by that power, or if you didn't target a creature, you become the target.
54-58You cast @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}.
59-62Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69You shrink yourself as if you had cast @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce} on yourself.
70-79You cast @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}.
80-84You cast @Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility} on yourself.
85-87Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration power or similar magic.
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":24000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-skull.jpg","effects":[]} -{"_id":"lSd5QHnIJbKvP1bh","name":"Apparatus of the Crab","permission":{"default":0},"type":"consumable","data":{"description":{"value":"
Wondrous item
\n
 
\n
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks  a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
\n
 
\n
The Apparatus of the Crab is a Large object with the following statistics:
\n
AC: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as show in the Apparatus of the Crab Levers table.

Apparatus of the Crab Levers table:
\n
 
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LeverUpDown
1Legs and tail extend, allowing the apparatus to walk and swim.Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2Forward window shutter opens.Forward window shutter closes.
3Side window shutters open (two per side).Side window shutters close (two per side).
4Two claws extend from the front sides of the apparatus.The claws retract.
5Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is Grappled (escape DC 15).
6The apparatus walks or swims forward.The apparatus walks or swims backward.
7The apparatus turns 90 degrees left.The apparatus turns 90 degrees right.
8Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.The light turns off.
9The apparatus sinks as much as 20 feet in liquid.The apparatus rises up to 20 feet in liquid.
10The rear hatch unseals and opens.The rear hatch closes and seals.
\n

 

\n
","chat":"","unidentified":""},"source":"DMG pg. 151","quantity":1,"weight":500,"price":10000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/barrel.jpg","effects":[]} -{"_id":"lTfo6OVvAY2iJ4oq","name":"Silver Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":5600,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 +2",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} -{"_id":"laVqttkGMW4B9654","name":"Emblem","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A symbol engraved or carefully inlaid on a shield or some other device representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-sun.jpg","effects":[]} -{"_id":"lccm5AjIk91aIHbi","name":"Breastplate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

 

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"lcqqW2vGF6P8nJ77","name":"Whip +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} -{"_id":"lsiR1hVfISlC5YoB","name":"Staff of Fire","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid, sorcerer, warlock, or wizard)

\n

You have resistance to fire damage while you hold this staff.

\n

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following powers from it, using your power save DC: @Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands} (1 charge), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (3 charges), or @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire} (4 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"dex","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} -{"_id":"luTJgPXN5n0EN7iy","name":"Vicious Whip","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A tensile lash made of leather, cord, or chain which can lash out at nearby enemies, dealing lacerations and harrying them from a distance.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} -{"_id":"lvLrkAR7k8DS7J3W","name":"Iron Flask","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

\n

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

\n

An @Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify} power reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Contents
1-50Empty
51-54Demon (type 1)
55-58Demon (type 2)
59-62Demon (type 3)
63-64Demon (type 4)
65Demon (type 5)
66Demon (type 6)
67@Compendium[sw5e.monsters.m4H3hjamBNMH09S9]{Deva}
68-69Devil (greater)
70-73Devil (lesser)
74-75@Compendium[sw5e.monsters.5P1VGAZQwOilwZQf]{Djinni}
76-77@Compendium[sw5e.monsters.LTomFUTBrkRi0Pj5]{Efreeti}
78-83Elemental ( @Compendium[sw5e.monsters.banHjKDMCegbUwYE]{Air Elemental} @Compendium[sw5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental} @Compendium[sw5e.monsters.brSo9cWhtpG0ifU5]{Fire Elemental} @Compendium[sw5e.monsters.namJz755U1EhvEJa]{Water Elemental} )
84-86@Compendium[sw5e.monsters.oDspGxRQFBhE74L2]{Invisible Stalker}
87-90@Compendium[sw5e.monsters.xvh2UOKv1bh03Gih]{Night Hag}
91@Compendium[sw5e.monsters.XEByBLeOkDgL3mrr]{Planetar}
92-95@Compendium[sw5e.monsters.yVNPVJIBpQ2Mp3Xa]{Salamander}
96@Compendium[sw5e.monsters.lOYt73eaJojBDxAV]{Solar}
97-99Succubus / Incubus
100@Compendium[sw5e.monsters.2MZNHeOZweXAYbv1]{Xorn}
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 178","quantity":1,"weight":0.1,"price":31000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/potions/minor-empty.jpg","effects":[]} -{"_id":"lvaMqEhfidfHDGf5","name":"Cloak of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

You gain a +1 bonus to AC and saving throws while you wear this cloak.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":3500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} -{"_id":"m1hJnK7CHsaJB26v","name":"Mace +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"m7RubLd1lUcMjYgY","name":"Mace of Disruption","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

\n

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":4,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/light_06.jpg","effects":[]} -{"_id":"mGIwk9FwTAJB6qTn","name":"Oathbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

\n

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

\n

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":3500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command phrase."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-hunting.jpg","effects":[]} -{"_id":"mQVYcHmMSoCUnBnM","name":"Bucket","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A bucket holds 3 gallons of liquid or ½ cubic foot of solids.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":25,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0}},"sort":800001,"flags":{},"img":"systems/sw5e/icons/items/inventory/tankard-empty.jpg","effects":[]} -{"_id":"mYFfH24uzuKh4IPS","name":"Wind Fan","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While holding this fan, you can use an action to cast the @Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind} power (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d5","save":{"ability":"str","dc":13,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-angel-wing.jpg","effects":[]} -{"_id":"meJEfX3gZgtMX4x2","name":"Vial","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A vial can hold up to 4 ounces of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":0.25,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]} -{"_id":"mhFBTY0egW8AeCHe","name":"Potion of Hill Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 21 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":900,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-green.jpg","effects":[]} -{"_id":"mkyltDYnuzNU3kmF","name":"Greatclub +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} -{"_id":"mr96Z8YTI490ExhP","name":"Robe of the Archmagi","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement by a sorcerer, warlock, or wizard)

\n

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe:

\n
    \n
  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • \n
  • You have advantage on saving throws against powers and other magical effects.
  • \n
  • Your power save DC and power attack bonus each increase by 2.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":34000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"none","cost":0,"condition":"Alignment must match the robe's to attune."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_20.jpg","effects":[]} -{"_id":"mtyw4NS1s7j2EJaD","name":"Power Scroll 7th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 18
Attack bonus: +10.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":2560,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-magic.jpg","effects":[]} -{"_id":"n1V07puo0RQxPGuF","name":"Hide Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":12,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":12,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} -{"_id":"n7fm71CN7qDIBEKk","name":"Adamantine Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":55,"price":575,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":13,"stealth":true,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"nAqDwI9GyXS1diiz","name":"Horseshoes of Speed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":8,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horseshoe.jpg","effects":[]} -{"_id":"nBFr5xTWeChM7xrb","name":"Giant Slayer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":6,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatsword.png","effects":[]} -{"_id":"nL0Y0X8SjF58OmBM","name":"Luck Blade Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} -{"_id":"nMtmxeYrbyFdv0bg","name":"Figurine of Wondrous Power Silver Raven","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Serpentine Owl. This silver statuette of a raven can become a @Compendium[sw5e.monsters.LPdX5YLlwci0NDZx]{Raven} for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the @Compendium[sw5e.powers.X8w9EzYLGc4vQ1H2]{Animal Messenger} power on it at will.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":12,"units":"hour"},"target":{"value":2.5,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-white.jpg","effects":[]} -{"_id":"nSNhjX5F7f86AW1a","name":"Defender Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} -{"_id":"nXWdGtzi8DXDLLsL","name":"Pitcher","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":4,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/jug.jpg","effects":[]} -{"_id":"nXWevqtV6p484N59","name":"Potion of Animal Friendship","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating this muddy liquid brings little bits into view: a fish scale, hummingbird tongue, a cat claw, or a squirrel hair.

\n

When you drink this potion, you can cast the @Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship}  power (save DC 13) for 1 hour at will.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Beast must have an Intelligence of 3 or lower."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-4.jpg","effects":[]} -{"_id":"nY6CnKEHyJ5STgt5","name":"Vicious Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":7,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} -{"_id":"nfIRTECQIG81CvM4","name":"Club","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} -{"_id":"nk2MH16KcZmKp7FQ","name":"Ioun Stone of Mastery","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":15000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-green.jpg","effects":[]} -{"_id":"nl7cc7Z1HpSHbUdQ","name":"Halberd +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"nrvAo3TznyQrHS1t","name":"War Pick +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} -{"_id":"nsXZejlmgalj4he9","name":"Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":40,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"nvhk1quD0Dg1ZtSH","name":"Pipes of the Sewers","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

\n

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one @Compendium[sw5e.monsters.8ihbbjkaOFTPbI73]{Swarm of Rats} with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

\n

Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":1,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Proficiency with wind instruments. "},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":0.5,"long":0,"units":"mi"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]} -{"_id":"o4Irx3hHiD3FnPbL","name":"Trident of Fish Command","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast @Compendium[sw5e.powers.LrPvWHBPmiMQQsKB]{Dominate Beast} (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":800,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_17.jpg","effects":[]} -{"_id":"oG4rvCuMstgl4Nez","name":"Hand Crossbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"oN4Glcmi4BhdAI3k","name":"Tome of Leadership and Influence","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 208","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-folder.jpg","effects":[]} -{"_id":"oNLfJNRQgUHpU8c7","name":"Pipes of Haunting","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, powerbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours.

\n

The pipes regain 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Proficiency with wind instruments. "},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]} -{"_id":"oSarKEU8x1AupB6z","name":"Deck of Many Things","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

\n

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

\n

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Playing CardCard
Ace of DiamondsVizier*
King of DiamondsSun
Queen of DiamondsMoon
Jack of DiamondsStar
Two of DiamondsComet*
Ace of HeartsThe Fates*
King of HeartsThrone
Queen of HeartsKey
Jack of HeartsKnight
Two of HeartsGem*
Ace of ClubsTalons*
King of ClubsThe Void
Queen of ClubsFlames
Jack of ClubsSkull
Two of ClubsIdiot*
Ace of SpadesDonjon*
King of SpadesRuin
Queen of SpadesEuryale
Jack of SpadesRogue
Two of SpadesBalance*
Joker (with TM)Fool*
Joker (without TM)Jester
\n

*Found only in a deck with twenty-two cards

\n

Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

\n

Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

\n

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} can reveal the location of your prison. You draw no more cards.

\n

Euryale. The card's medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.

\n

The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

\n

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

\n

Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

\n

Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

\n

Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

\n

Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

\n

Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

\n

Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

\n

Moon. You are granted the ability to cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power 1d3 times.

\n

Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power or divine intervention can end the NPC's hostility toward you.

\n

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

\n

Skull. You summon an avatar of death - a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

\n

Avatar of Death

\n

Medium undead, neutral evil

\n

Armor Class 20
Hit Points half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)
\n

Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
Languages all languages known to its summoner
Challenge -- (0 XP)

\n

Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity. The avatar is immune to features that turn undead.

\n

Actions

\n

Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

\n

 

\n

Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.

\n

Sun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.

\n

Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.

\n

Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.

\n

Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

\n

The Void. This black card powers disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power can't restore your soul, but the power reveals the location of the object that holds it. You draw no more cards.

","chat":"","unidentified":""},"source":"DMG pg. 162","quantity":1,"weight":0.1,"price":6120,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":22,"max":22,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bills.jpg","effects":[]} -{"_id":"oY8KbpGmB5H2Deoy","name":"Silk Rope (50 ft.)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]} -{"_id":"oYZNXHth1UYxPwVi","name":"Periapt of Proof against Poison","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10},"consume":{"type":"","target":"","amount":null}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-tribal.jpg","effects":[]} -{"_id":"odV5cq2HSLSCH69k","name":"Prayer Book","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-red.jpg","effects":[]} -{"_id":"orHjq3XDPz4eXcov","name":"Dragon Slayer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":6,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} -{"_id":"osLzOwQdPtrK3rQH","name":"Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"otYAEwhsANKHZAmk","name":"Gloves of Missile Snaring","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":0.1,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10 + @mod","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/violet_14.jpg","effects":[]} -{"_id":"oxzUb5j1TMsccGW4","name":"Mantle of Power Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have advantage on saving throws against powers while you wear this cloak.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":3,"price":30000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_07.jpg","effects":[]} -{"_id":"ozYrQ5N4s81h35Fa","name":"Vicious Blowgun","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} -{"_id":"p01JzD9RpIOkJiqK","name":"Rapier of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} -{"_id":"p2zChy24ZJdVqMSH","name":"Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":13,"dex":2},"strength":null,"stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"p9dtQU9wEZGumHSb","name":"Vicious Greatclub","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":10,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} -{"_id":"pC3202gDTy8G5i4r","name":"Vicious Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} -{"_id":"pG6dddIcb9NmPrdt","name":"Longsword of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} -{"_id":"paqlMjggWkBIAeCe","name":"Amulet","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

An amulet depicting a symbol representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-blue.jpg","effects":[]} -{"_id":"psoZaItkOScMVaHL","name":"Oil Flask","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.

\n

On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

\n

If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]} -{"_id":"q24QnImAicnT9Byd","name":"Light Hammer +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} -{"_id":"q3WqP3r2emnumyUF","name":"Sling +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} -{"_id":"qBSEGJyHxdKIlBfj","name":"Potion of Poison","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion.

\n

However, it is actually poison masked by illusion magic.  An identify power reveals its true nature.

\n

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

\n

Foundry note: to apply the reduced damage from a successful Constitution save, please use the Other Formula (set at 1d6) as required.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":100,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"spec"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","poison"]],"versatile":""},"formula":"1d6","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"poison","attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-7.jpg","effects":[]} -{"_id":"qBydtUUIkv520DT7","name":"Musical Instrument: Lute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":35,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} -{"_id":"qGH7YqWhi0tHisMi","name":"Luck Blade Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} -{"_id":"qGRN4wvZLJ8uITf2","name":"Vicious Sling","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} -{"_id":"qMGkmzfLHfXd7DiJ","name":"Ring of Necrotic Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a jet stone that seems to swallow any light that it catches.

\n

You have resistance to necrotic damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} -{"_id":"qMzHmlmha8qMDnEF","name":"Lamp","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":45,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lamp.jpg","effects":[]} -{"_id":"qRMQH8lRE42JkugE","name":"Mithral Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":40,"price":1550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4700001,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"qVHCzgVvOZAtuk4N","name":"Flame Tongue Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} -{"_id":"qVuZznv0MnIjDU70","name":"Iron Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":14000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d4 +5",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} -{"_id":"qWlXDEgqdmdZWoab","name":"Shovel","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool resembling a spade with a broad blade and typically upturned sides, used for moving coals, earth, snow or other material.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]} -{"_id":"qXcUKfCVxEvV3VU8","name":"Decanter of Endless Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

\n

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

\n

• \"Stream\" produces 1 gallon of water.

\n

• \"Fountain\" produces 5 gallons of water.

\n

• \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a Bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":135000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"turn"},"target":{"value":30,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/potions/magic-blue.jpg","effects":[]} -{"_id":"qaSro7kFhxD6INbZ","name":"Hand Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":75,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"qcEiSj67zfbLvYdJ","name":"Pike +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} -{"_id":"qhdGVfT5j6u46mtk","name":"Greataxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} -{"_id":"qmuOeNsOKwkn6K8W","name":"Vicious Flail","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"qw05Om9XWqTMoio2","name":"Ring of the Ram","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

\n

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

\n

**Foundry note: the Other Formula is set to calculate 1d20 +5  for one charge expended to make the Strength check. Please +5 per any extra charge as required.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"rsak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","force"]],"versatile":""},"formula":"1d20 +5","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} -{"_id":"r8yK6SrWOz4hqF01","name":"Vicious Lance","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A shining steel tip to puncture the hardiest of foe's defences, driven in by the force of a galloping steed. Although best suited for mounted combat, the lance can be brought to lethal effect on foot in the right hands.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} -{"_id":"r97KnMO7Zxgfdh3P","name":"Lance +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} -{"_id":"rJKXDPikXSYXYgb5","name":"Net +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/net.jpg","effects":[]} -{"_id":"rLMflzmxpe8JGTOA","name":"Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":16,"dex":0},"strength":13,"stealth":true,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"rOG1OM2ihgPjOvFW","name":"Glaive","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"rQ6sO7HDWzqMhSI3","name":"Power Scroll Cantrip Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/note-scroll.jpg","effects":[]} -{"_id":"rRMaaGZ7qbzqMvoI","name":"Bowl of Commanding Water Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a @Compendium[sw5e.monsters.namJz755U1EhvEJa]{Water Elemental}, as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power. The bowl can't be used this way again until the next dawn.

\n

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/skills/blue_36.jpg","effects":[]} -{"_id":"rTbVrNcwApnuTz5E","name":"Glassblower's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in glassblowing.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} -{"_id":"rTn4p9nJr4Aq2GPB","name":"Potion of Invisibility","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s container looks empty but feels as though it holds liquid. 

\n

When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a power.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-empty.jpg","effects":[]} -{"_id":"rY9sRFQp5CFSfsat","name":"Helm of Comprehending Languages","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this helm, you can use an action to cast the @Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages} power from it at will.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":2,"price":500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":0,"dex":null},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} -{"_id":"rc9nkN6YOD7ogtEi","name":"Glaive +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} -{"_id":"rhGulc3gEJhnuP31","name":"Helm of Brilliance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

\n

You gain the following benefits while wearing it:

\n
    \n
  • You can use an action to cast one of the following powers (save DC 18), using one of the helm's gems of the specified type as a component: @Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight} (opal), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (fire opal), @Compendium[sw5e.powers.eGMhwmuleAM46C6L]{Prismatic Spray} (diamond), or @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire} (ruby). The gem is destroyed when the power is cast and disappears from the helm.
  • \n
  • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
  • \n
  • As long as the helm has at least one ruby, you have resistance to fire damage.
  • \n
  • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
  • \n
\n

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a power. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_07.jpg","effects":[]} -{"_id":"rvxGvcUzoQXVNbAu","name":"Portable Hole","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

\n

You can use an action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

\n

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed Portable Hole can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":0,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":3,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

\n

You can use an action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

\n

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed Portable Hole can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing a portable hole inside an extradimensional space created by a @Compendium[sw5e.items.aDHRuUs29SrumWfq]{Bag of Holding}, @Compendium[sw5e.items.7vqs5AqI4VCmuszx]{Handy Haversack}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

"}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/violet_12.jpg","effects":[]} -{"_id":"s2kQs21J3cFg7ZSs","name":"Figurine of Wondrous Power Ebony Fly","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a Giant Fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.

\n

Giant Fly

\n

Large beast, unaligned

\n

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 60 ft.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
14 (+2)13 (+1)13 (+1)2 (-4)10 (+0)3 (-4)
\n

Senses darkvision 60 ft., passive Perception 10
Languages --

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":12,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-legs-insect.jpg","effects":[]} -{"_id":"s4fR8bxQGSt4wbH7","name":"Cube of Force","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

\n

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

\n

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FaceChargesEffect
11Gases, wind, and fog can't pass through the barrier.
22Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
33Living matter can't pass through the barrier.
44Power effects can't pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
60The barrier deactivates.
\n

The cube loses charges when the barrier is targeted by certain powers or comes into contact with certain power or magic item effects, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Power or ItemCharges Lost
@Compendium[sw5e.powers.HBHbOGKNVVprSlwn]{Disintegrate}1d12
@Compendium[sw5e.items.t7GfyRp3dB3lqS9i]{Horn of Blasting}1d10
@Compendium[sw5e.powers.d9MwcXi7Il3HROXd]{Passwall}1d6
@Compendium[sw5e.powers.eGMhwmuleAM46C6L]{Prismatic Spray}1d20
@Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}1d4
","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":0.1,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must have enough charges for the face pressed otherwise the Action is lost."},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":36,"max":36,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4025000,"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]} -{"_id":"sIiUbRJItYAs5gtA","name":"Dancing Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} -{"_id":"sP8CV5VNEcY1Yh1Q","name":"Adamantine Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":65,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false},"sort":4800001,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} -{"_id":"sSs3hSzkKBMNBgTs","name":"Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"shield","value":2,"dex":null},"strength":"","stealth":false,"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]} -{"_id":"sXEkkTDXWQDUMzsC","name":"Censer of Controlling Air Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While incense is burning in this censer, you can use an action to speak the censer's command word and summon an @Compendium[sw5e.monsters.banHjKDMCegbUwYE]{Air Elemental}, as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power. The censer can't be used this way again until the next dawn.

\n

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"consume":{"type":"","target":"","amount":null}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chalice-gems.jpg","effects":[]} -{"_id":"sdHSbitJxgTX6aDG","name":"Greatsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} -{"_id":"setcTdSZ09rmsqMn","name":"Warhammer +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} -{"_id":"sfegfmo59MHJg2YC","name":"Scimitar of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} -{"_id":"skUih6tBvcBbORzA","name":"Mason's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in masonry.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]} -{"_id":"skoUe223EvRYGPL6","name":"Medallion of Thoughts","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} power (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 181","quantity":1,"weight":0.01,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-blue.jpg","effects":[]} -{"_id":"sl6yiYSlqkHiVVSN","name":"Shortsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"sqcerAMszpe3hwyI","name":"Bronze Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":11200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 +4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} -{"_id":"srTRzwTfWKO5opOo","name":"Portable Ram","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":35,"price":4,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"str","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["d20 + @abilities.str.mod +4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bamboo.jpg","effects":[]} -{"_id":"stlFCpqW3ZuAftTi","name":"Dancing Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} -{"_id":"szNhDWpks5BhEXhT","name":"Ioun Stone of Regeneration","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Regeneration. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/coral-white.jpg","effects":[]} -{"_id":"t5yP0d7YaKwuKKiH","name":"Yew Wand","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This wand or scepter has been carved from yew or another special wood and inscribed with powerful runes to invoke the power of nature by those who heed its call.

\n

Powercasting Focus. A druidic focus is a special item designed to channel the power of powers from the druid's power list. A druid can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"natural","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} -{"_id":"t7GfyRp3dB3lqS9i","name":"Horn of Blasting","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

\n

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":450,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word and blow the horn."},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","thunder"]],"versatile":""},"formula":"10d6","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} -{"_id":"t8L7B0JWamsvxhui","name":"Quarterstaff +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} -{"_id":"tC0kcqZT9HHAO0PD","name":"Pike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":18,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} -{"_id":"tEWhsb2lYF4uvF0z","name":"Arrow +1","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_07.jpg","effects":[]} -{"_id":"tFLmAPUDLxBY8jFO","name":"Nine Lives Stealer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":6,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} -{"_id":"tH5Rn0JVRG1zdmPa","name":"Orb","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This spherical talisman serves as a powercasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pearl.jpg","effects":[]} -{"_id":"tI3rWx4bxefNCexS","name":"Power Scroll 6th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 17
Attack bonus: +9.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":1280,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-magic.jpg","effects":[]} -{"_id":"tIwoSAGJlcuyiwaQ","name":"Dragon Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

\n

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and Breath Weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

\n

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonResistance
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":45,"price":4000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"mi"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"tJQXAJx92wL6GM1v","name":"Mithral Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":40,"price":830,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} -{"_id":"tTqixDDmzAfs995G","name":"Giant Slayer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-fire.jpg","effects":[]} -{"_id":"tWJLHIL6ZIZUez9k","name":"Manacles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":6,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature must be Small or Medium."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} -{"_id":"tfDxZIKDpOkz6pbx","name":"Grappling Hook","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A device with iron claws, can be used with rope for dragging or grasping.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":4,"price":"2","attuned":false,"equipped":false,"rarity":"Common","identified":true},"flags":{},"img":"systems/sw5e/icons/items/inventory/tool-hook.jpg","effects":[]} -{"_id":"thkvJ5QBRORIwkkV","name":"Gem of Brightness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

\n
    \n
  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
  • \n
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • \n
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
  • \n
\n

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":50,"max":50,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-yellow.jpg","effects":[]} -{"_id":"trmWAdUoR6Y2B7rA","name":"Hooded Lantern","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lantern.jpg","effects":[]} -{"_id":"tt4WokZBZMGqgYm5","name":"Shortbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} -{"_id":"tut1jbW3UCsrUjCG","name":"Pole","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ten-foot long pole of sturdy wood.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/wood.jpg","effects":[]} -{"_id":"twRJhPtDQe1HceFt","name":"Padded Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":1505,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":true,"proficient":false},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} -{"_id":"u4ewpAFZjLrWrmQv","name":"Folding Boat","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

\n

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

\n

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

\n

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

\n

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":4,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cage.jpg","effects":[]} -{"_id":"uHL99JKLUpTKAbz8","name":"Staff of Withering","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

\n

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

\n

Foundry note: the Other Formula button has been configured to roll the staff's necrotic damage if required.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":4,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"2d10","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-skull.jpg","effects":[]} -{"_id":"uIHXYhnOwETlA5lT","name":"Shortsword +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"uLY74ppOrTaWKwer","name":"Rapier +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} -{"_id":"uRoHwk1c8e5xJjkV","name":"Sickle +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} -{"_id":"uVm7MiB71QblfnoY","name":"Ink Pen","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red.jpg","effects":[]} -{"_id":"uWUD93jwuO2Jxkti","name":"Arrow-Catching Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":"A ranged attack within 5 ft. "},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"shield","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":4200000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]} -{"_id":"uXOT4fYbgPY8DGdd","name":"Crystal","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This crystaline talisman serves as a powercasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/crystal.png","effects":[]} -{"_id":"ugzwHl8vYaPu2GNd","name":"Climber's Kit","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":12,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/tool-hook.jpg","effects":[]} -{"_id":"ukcKemEoTTRB9yLC","name":"Defender Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} -{"_id":"uuh4UH3Jx5CsFjdA","name":"Perfume","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A vial of aromatic perfume.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-2.jpg","effects":[]} -{"_id":"uw6fINSmZ2j2o57A","name":"Tankard","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

It is a form of drinkware consisting of a large, roughly cynlindrical, drinking cup with a single handle.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/tankard-empty.jpg","effects":[]} -{"_id":"v4uNbmiz4ECTI89n","name":"Ioun Stone of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-purple.jpg","effects":[]} -{"_id":"vJvb6fx3JVPmhG8x","name":"Merchant's Scale","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/coins-silver.jpg","effects":[]} -{"_id":"vZdLYfHlLcZqQ8zc","name":"Chime of Opening","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

\n

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"The sound must reach the target."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_35.jpg","effects":[]} -{"_id":"vmbB2SK6pQU2Vkzb","name":"Rod of Rulership","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":5,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_23.jpg","effects":[]} -{"_id":"vpenjFjUyEBLLlUc","name":"Trinket","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A placeholder for the non-SRD items introduced on pg. 159, with the d100 table on 160-161.

","chat":"","unidentified":""},"source":"PHB pg. 159","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-fur-white.jpg","effects":[]} -{"_id":"vsgmACFYINloIdPm","name":"Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":40,"price":750,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"vuThcmO7MYlw5b9f","name":"Trident +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} -{"_id":"w56FIjFafs2rN6iK","name":"Mace of Smiting","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

\n

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

\n

**Foundry note: the bonus to attack and damage rolls has been set at the +1 . In the instances of hitting a construct, please remember to +2 to both of these results. Additionally, on a hit of 20 against a construct, please use the Other Formula one more time.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":4,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} -{"_id":"wBYmPQG3nZfD88aP","name":"Belt of Storm Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-girdle.jpg","effects":[]} -{"_id":"wGDDt17DpBcXPuUD","name":"Hammer of Thunderbolts","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon (maul).

\n

Giant's Bane (requires attunement)

\n

You must be wearing a Belt of Giant Strength (any variety) and Gauntlets of Ogre Power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30.

\n

When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

\n

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":5,"max":5,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10},"details":{"description":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon (maul).

\n

Giant's Bane (requires attunement)

\n

You must be wearing a Belt of Giant Strength (@Compendium[sw5e.items.wBYmPQG3nZfD88aP]{Storm}, @Compendium[sw5e.items.NRj0lC3SM03s1YB3]{Cloud}, @Compendium[sw5e.items.bq9YKwEHLQ7p7ric]{Fire}, @Compendium[sw5e.items.ORKf6RRcalrdD6Qp]{Frost}, @Compendium[sw5e.items.fCUZ7h8YYrs16UhX]{Stone}, or @Compendium[sw5e.items.ER75WHewYN04Zp11]{Hill}) and @Compendium[sw5e.items.3TWT5bv3z5zGUZCe]{Gauntlets of Ogre Power} to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30.

\n

When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

\n

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

"}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/light_09.jpg","effects":[]} -{"_id":"wGKykLRS8UqChNXI","name":"Dimensional Shackles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.

\n

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":5,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature of Small to Large and must be incapacitated."},"duration":{"value":30,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":30,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_09.jpg","effects":[]} -{"_id":"wNKYbKYwOHbA7SH8","name":"Potion of Heroism","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This blue potion bubbles and steams as if boiling.

\n

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the @Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless} power (no concentration required)  

\n

Foundry note: the Other Formula button can be used to roll the bonus 1d4 received from Bless.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","temphp"]],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-6.jpg","effects":[]} -{"_id":"wNWK6yJMHG9ANqQV","name":"Blowgun","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} -{"_id":"wa1VF8TXHmkrrR35","name":"Power Scroll 5th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 17
Attack bonus: +9.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":640,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-cursed.jpg","effects":[]} -{"_id":"wgBKZNeRN1XsE9I7","name":"Flail +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"woWZ1sO5IUVGzo58","name":"Thieves’ Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lockpick.jpg","effects":[]} -{"_id":"wqVSRfkcTjuhvDyx","name":"Necklace of Prayer Beads","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement by a cleric, druid, or paladin)

\n

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

\n

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a power that you can cast from it as a bonus action (using your power save DC if a save is necessary). Once a magic bead's power is cast, that bead can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Bead of...PowerGuide Price per Bead (gp)
1-6Blessing@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}2,000
7-12Curing@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}  (2nd level) or  @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}4,000
13-16Favor@Compendium[sw5e.powers.WzvJ7G3cqvIubsLk]{Greater Restoration}32,000
17-18Smiting@Compendium[sw5e.powers.7UwUjJ6owIQkEPrs]{Branding Smite}1,500
19Summons@Compendium[sw5e.powers.fkREcytuZ8sngWtC]{Planar Ally}128,000
20Wind Walking@Compendium[sw5e.powers.8PJAsHmbu6UgDHC0]{Wind Walk}96,000
\n

**Foundry note: the 6 charges reflect the maximum number of beads able to be found; please adjust as required.

\n

Additionally, the guide price is a guide only and should be adjusted accordingly to reflect the Dungeon Master's world.

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":0,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"The necklace must be currently worn."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":6,"max":6,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/beads-rune.jpg","effects":[]} -{"_id":"wtctR6tCcYbQPiS0","name":"Longsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} -{"_id":"wwNpAz2KMukovewN","name":"Necklace of Adaptation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as @Compendium[sw5e.powers.LkvI11Uue774QBKZ]{Cloudkill} and @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud} effects, inhaled poisons, and the breath weapons of some dragons).

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10},"consume":{"type":"","target":"","amount":null}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-blue.jpg","effects":[]} -{"_id":"x12sDhylcf8843fT","name":"Light Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} -{"_id":"x1GUgZYjMubaFavx","name":"Crossbow Bolt +2","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} -{"_id":"x7LfMrLafLKfemGH","name":"Ring of Jumping","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can cast the @Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump} power from it as a bonus action at will, but can target only yourself when you do so.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} -{"_id":"x9I9vdo4kafHDjcO","name":"Sling Bullet +3","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["3","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} -{"_id":"xDK9GQd2iqOGH8Sd","name":"Sprig of Mistletoe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardy sprig of mistletoe, holly, or some other sacred leaf, picked from a tree whose roots are sunken deep into a ley line. Those who heed nature's call are able to harness this connection to call forth the incredible power of nature.

\n

Powercasting Focus. A druidic focus is a special item designed to channel the power of powers from the druid's power list. A druid can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/plant-leaf.jpg","effects":[]} -{"_id":"xEtBeZjJnkDXojQM","name":"Staff of Frost","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid, sorcerer, warlock, or wizard)

\n

You have resistance to cold damage while you hold this staff.

\n

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following powers from it, using your power save DC: @Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold} (5 charges), @Compendium[sw5e.powers.IBJmWjzbQGu7M4UX]{Fog Cloud} (1 charge), @Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm} (4 charges), or @Compendium[sw5e.powers.fzZnVKLmBMo2f5up]{Wall of Ice} (4 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":26000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} -{"_id":"xKErqkLo4ASYr5EP","name":"Woodcarver's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in woodcarving.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/axe-wood.jpg","effects":[]} -{"_id":"xMkP8BmFzElcsMaR","name":"Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"50","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} -{"_id":"xbVpKtrQ6tJsPhXX","name":"Half Plate Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":24750,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"medium","value":18,"dex":2},"strength":null,"stealth":true,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"xjRSY2ECcc9viSz3","name":"Scarab of Protection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

\n
    \n
  • You have advantage on saving throws against powers.
  • \n
  • The scarab has 12 charges. If you fail a saving throw against a necromancy power or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
  • \n
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 199","quantity":1,"weight":1,"price":36000,"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped"},"rarity":"Legendary","identified":true,"activation":{"type":"reaction","cost":1,"condition":"Charges are consumed by necromancy powers or an undead caster."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chrysalis.jpg","effects":[]} -{"_id":"xjme5oSQZmdAy1fc","name":"Well of Many Worlds","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold and place the Well of Many Worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once a Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":250000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/water_01.jpg","effects":[]} -{"_id":"xw2kL7Puwg4wfjW3","name":"Giant Slayer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":3,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 +@mod +1"},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-arcane.jpg","effects":[]} -{"_id":"xw99pcqPBVwtMOLw","name":"Potion of Necrotic Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Necrotic type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-violet.jpg","effects":[]} -{"_id":"xwUWrV15s9jLnmfZ","name":"Lock","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"touch","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket"},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lock.jpg","effects":[]} -{"_id":"xzZQIIxXjNJwNqnp","name":"Shield +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +2. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"shield","value":4,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-blue.jpg","effects":[]} -{"_id":"yiYCqmD5n08NftYk","name":"Sun Blade","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Sun Blade.

\n

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

\n

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":3,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","radiant"]],"versatile":"1d10 + @mod +2"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_11.jpg","effects":[]} -{"_id":"ykB6UKv5BuQnSRSL","name":"Frost Brand Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":6,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} -{"_id":"ykefWXBjq3y6y9Se","name":"Manual of Gainful Exercise","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]} -{"_id":"yoFff2zdTloKx1if","name":"Pike +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} -{"_id":"ytlsBjYsZ7OBSEBs","name":"Potion of Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 2d4+2 hit points when you drink this potion.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/potions/minor-red.jpg","effects":[]} -{"_id":"yxHi57T5mmVt0oDr","name":"Musical Instrument: Bagpipes","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A set of bagpipes to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flask.jpg","effects":[]} -{"_id":"z0lIRURcyDYt1kLK","name":"Flail +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} -{"_id":"z67d1DZzqDPmgEwP","name":"Signal Whistle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A whistle can produce specific noise. It can be heard half a mile away.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-carving.jpg","effects":[]} -{"_id":"z9SbsMIBZzuhZOqT","name":"Sling Bullet","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling.

\n

**Foundry note: It will usually be impossible to buy one sling bullet because they are worth less than a copper piece (5 bullets = 1 cp).

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.075,"price":0.002,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"attributes":{"powerdc":10},"consumableType":"ammo","consume":{"type":"","target":"","amount":null}},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} -{"_id":"z9fFB1uaGJvcXTf7","name":"Trident +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} -{"_id":"zBX8LLC2CjC89Dzl","name":"Potion of Thunder Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Thunder type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} -{"_id":"zDJ4oEt5HArN1xmP","name":"Elemental Gem of Air","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This blue sapphire contains a mote of elemental energy. When you use an action to break the gem, an @Compendium[sw5e.monsters.banHjKDMCegbUwYE]{Air Elemental}is summoned as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-blue.jpg","effects":[]} -{"_id":"zIpNJyuOxp2raizE","name":"Splint Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":6200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false},"sort":850000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} -{"_id":"zJ5LhDvTxYKzPIx4","name":"Sovereign Glue","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.

\n

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power.

\n

Foundry note: the 7 charges reflect the maximum amount a character can find. Please adjust as required.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0.25,"price":400,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Takes 1 minute to set."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with @Compendium[sw5e.items.FIDyR0kZnxGy7bj8]{Oil of Slipperiness}. When found, a container contains 1d6 + 1 ounces.

\n

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of @Compendium[sw5e.items.MAwoj2suj6cvb9Ti]{Universal Solvent} or @Compendium[sw5e.items.Xbq8CyXSRV358SfP]{Oil of Etherealness}, or with a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power.

\n

Foundry note: the 7 charges reflect the maximum amount a character can find. Please adjust as required.

"}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flask-dark.jpg","effects":[]} -{"_id":"zSKorO6lwT7vs2uk","name":"Berserker Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":7,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} -{"_id":"zWSB0NCllWaSVoNT","name":"Dancing Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":6,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} -{"_id":"zgZkJAyFAfYmyn11","name":"Potion of Acid Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Acidic type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-green.jpg","effects":[]} -{"_id":"zibIgdxPz8QHSCg6","name":"Vicious Pike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":18,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} -{"_id":"zsik6SiaAUUUEfrV","name":"Marvelous Pigments","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

\n

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features - such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

\n

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

\n

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

\n

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":1,"price":200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Any creation cannot be worth more than 25gp."},"duration":{"value":0,"units":""},"target":{"value":1000,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/brush.jpg","effects":[]} +{"_id":"00BggOkChWztQx6R","name":"Studded Leather Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":24045,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} +{"_id":"07R6JFioylOCpVoL","name":"Frost Brand Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":3,"price":2200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} +{"_id":"09i8r1UmzDSKiZ9g","name":"Glaive +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"0E565kQUBmndJ1a2","name":"Dagger","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} +{"_id":"0G5LSgbb5NTV4XC7","name":"Ioun Stone of Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Strength. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gemstone-blue.jpg","effects":[]} +{"_id":"0LVFLPmsu1b2vf8E","name":"Flail +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"0NoBBP3MMkvJlwZY","name":"Candle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/candle.jpg","effects":[]} +{"_id":"0ZBWwjFz3nIAXMLW","name":"Jug","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":4,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/jug.jpg","effects":[]} +{"_id":"0d08g1i5WXnNrCNA","name":"Tinker's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in tinkering.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":10,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/skills/mech_7.jpg","effects":[]} +{"_id":"10ZP2Bu3vnCuYMIB","name":"Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"15","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} +{"_id":"14pNRT4sZy9rgvhb","name":"Hammer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]} +{"_id":"159agyOuBHCl2WKd","name":"Adamantine Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":40,"price":1250,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":4700001,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"18fbyArtidKzON01","name":"Wand of Magic Detection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic} power from it. The wand regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d3","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} +{"_id":"1J0dsxyKRhVXYQf5","name":"Ring of Invisibility","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a power, or until you use a bonus action to become visible again.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":10000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-ruby.jpg","effects":[]} +{"_id":"1KMSpOSU0EliUBm2","name":"Potion of Storm Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":2000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-blue.jpg","effects":[]} +{"_id":"1Lxk6kmoRhG8qQ0u","name":"Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":30,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} +{"_id":"1PMaZR6CX8fUnOZd","name":"Vicious Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"1RwJWOAeyoideLKe","name":"Orb of Dragonkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

\n

As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

\n

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

\n

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

\n

While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

\n

While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts @Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion} on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.

\n

Random Properties. An Orb of Dragonkind has the following random properties (see DMG pg. 219-21):

\n
    \n
  • 2 minor beneficial properties
  • \n
  • 1 minor detrimental property
  • \n
  • 1 major detrimental property
  • \n
\n

Powers. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following powers (save DC 18) from it:

\n
    \n
  • @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} (5th-level version, 3 charges)
  • \n
  • @Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight} (1 charge)
  • \n
  • @Compendium[sw5e.powers.VtCXMdyM6mAdIJZb]{Death Ward} (2 charges)
  • \n
  • @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying} (3 charges).
  • \n
  • You can also use an action to cast the @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic} power from the orb without using any charges.
  • \n
\n

Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.

\n

Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A @Compendium[sw5e.powers.HBHbOGKNVVprSlwn]{Disintegrate} power or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

","chat":"","unidentified":""},"source":"DMG. pg 225","quantity":1,"weight":5,"price":500000,"attunement":0,"equipped":false,"rarity":"Artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":7,"max":7,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-air.jpg","effects":[]} +{"_id":"1kihEfn9QppB34ee","name":"Maul +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} +{"_id":"1taRIMF9w7jpnonN","name":"Wand of Magic Missiles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} power from it. For 1 charge, you cast the 1st-level version of the power. You can increase the power slot level by one for each additional charge you expend.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":8000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} +{"_id":"23y8FvWKf9YLcnBL","name":"Gaming Set of Dragonchess","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item is a complete set of dragonchess pieces and board. The board can also be used for variations of draughts and checkers.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0.5,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-carving.jpg","effects":[]} +{"_id":"296Zgo9RhltWShE1","name":"Stone of Good Luck (Luckstone)","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":0.1,"price":4200,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-yellow.jpg","effects":[]} +{"_id":"29e6gHwWKNLaRUoz","name":"Rope of Climbing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

\n

If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

\n

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":3,"price":2000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. A bonus action to move one end 10 ft."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":20,"max":20,"per":"charges","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]} +{"_id":"2BYm8to5KldN8eYu","name":"Tome of Clear Thought","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 208","quantity":1,"weight":1,"price":100000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-yellow.jpg","effects":[]} +{"_id":"2CQnAvn06bncXPBt","name":"Mace +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"2Lkub0qIwucWEfp3","name":"Nine Lives Stealer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":8000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} +{"_id":"2YNqk5zm9jDTvd7q","name":"Sphere of Annihilation","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

\n

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

\n

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

\n

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

\n

If the sphere comes into contact with a planar portal, such as that created by the @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate} power, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-50The sphere is destroyed.
51-85The sphere moves through the portal into the extradimensional space.
86-00A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":0,"price":15000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"An uncontrolled sphere requires a DC 25 Intelligence (Arcana) check."},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

\n

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

\n

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 テ・your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

\n

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

\n

If the sphere comes into contact with a planar portal, such as that created by the @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate} power, or an extradimensional space, such as that within a @Compendium[sw5e.items.rvxGvcUzoQXVNbAu]{Portable Hole}, the GM determines randomly what happens, using the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-50The sphere is destroyed.
51-85The sphere moves through the portal into the extradimensional space.
86-00A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
"}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/violet_12.jpg","effects":[]} +{"_id":"2YbuclKfhDL0bU4u","name":"Chest","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A chest holds 12 cubic feet or 300 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":25,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":300,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/chest-dark.jpg","effects":[]} +{"_id":"2YdfjN1PIIrSHZii","name":"War Pick","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} +{"_id":"2ksm2KXCY3vBHTAx","name":"Robe of Useful Items","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

\n

The robe has the following patches:

\n
    \n
  • x2 Dagger patches
  • \n
  • x2 Bullseye lantern (filled and lit) patches
  • \n
  • x2 Steel mirror patches
  • \n
  • x2 10-foot pole patches
  • \n
  • x2 Hempen rope (50 feet, coiled) patches
  • \n
  • x2 Sack patches
  • \n
\n

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Patch
01-08Bag of 100 gp
09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22Iron door (up to 10 feet wide and high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
23-3010 gems worth 100 gp each
31-44Wooden ladder (24 feet long)
45-51A riding horse with saddle bags
52-59Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-684 potions of healing
69-75Rowboat (12 feet long)
76-83Power scroll containing one power of 1st to 3rd level
84-902 @Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}s
91-96Window (2 feet by 4 feet, up to 2 feet deep) which you can place on a vertical surface you can reach
97-00Portable ram
\n

Foundry note: the Other Formula has been set to calculate the 4d4 patches if required.

\n

Additionally, it is recommended to delete items here as necessary to track patches left.

\n

The price guide has been calculated at 5*item for the maximum number of items possible. Please adjust as necessary to reflect the number of patches and the DM's world economy.

\n

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":1,"price":140,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"4d4","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

\n

The robe has the following patches:

\n
    \n
  • x2 @Compendium[sw5e.items.0E565kQUBmndJ1a2]{Dagger} patches
  • \n
  • x2 @Compendium[sw5e.items.UkWdyJYQTfVX2cJW]{Bullseye Lantern} (filled and lit) patches
  • \n
  • x2 @Compendium[sw5e.items.HZsvDPmvysQKGzGy]{Steel Mirror} patches
  • \n
  • x2 10-foot @Compendium[sw5e.items.tut1jbW3UCsrUjCG]{Pole} patches
  • \n
  • x2 @Compendium[sw5e.items.QXmaarJ4X8P0C1HV]{Hempen Rope} (50 feet, coiled) patches
  • \n
  • x2 @Compendium[sw5e.items.CNdDj8dsXVpRVpXt]{Sack} patches
  • \n
\n

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Patch
01-08Bag of 100 gp
09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22Iron door (up to 10 feet wide and high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
23-3010 gems worth 100 gp each
31-44Wooden ladder (24 feet long)
45-51A @Compendium[sw5e.monsters.rz8UTUnFT87BsAFR]{Riding Horse} with saddle bags
52-59Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-684 @Compendium[sw5e.items.ytlsBjYsZ7OBSEBs]{Potions of Healing}
69-75Rowboat (12 feet long)
76-83Power scroll containing one power of 1st to 3rd level
84-902 @Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiffs}
91-96Window (2 feet by 4 feet, up to 2 feet deep) which you can place on a vertical surface you can reach
97-00Portable ram
\n

Foundry note: the Other Formula has been set to calculate the 4d4 patches if required.

\n

Additionally, it is recommended to delete items here as necessary to track patches left.

\n

The price guide has been calculated at 5*item for the maximum number of items possible. Please adjust as necessary to reflect the number of patches and the DM's world economy.

\n

"}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]} +{"_id":"2mvXGvDmHHhzbT04","name":"Horseshoes of a Zephyr","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":8,"price":1500,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horseshoe.jpg","effects":[]} +{"_id":"2veAOEyfbDJuxR8Y","name":"Ring of Warmth","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} +{"_id":"2wK9ImkAeG3Lzxa0","name":"Scimitar +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} +{"_id":"2wxqnjpnPmkpPCC5","name":"Ring of Evasion","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-eye.jpg","effects":[]} +{"_id":"34YKlIJVVWLeBv7R","name":"Potion of Cold Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Cold type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-blue.jpg","effects":[]} +{"_id":"3ALOhh6JNInIK4o7","name":"Necklace of Fireballs","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball power (save DC 15).

\n

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

\n

**Foundry note: the 9 charges represent the maximum number of beads possible to find; please adjust as required. The Other Formula button can be used to roll the additional damage for extra beads thrown.

\n

Additionally, here is a price guide depending on the number of beads still remaining. These prices are a guide only and should be adjusted accordingly to reflect the Dungeon Master's world:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Beads

\n
Price (gp)
830,720
715,360
67680
53840
41600
3960
2480
1300
","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":61440,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"1d6","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-red.jpg","effects":[]} +{"_id":"3FNyS6DeCBZzFbqU","name":"Vorpal Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_16.jpg","effects":[]} +{"_id":"3OXueEpvDDCVfGFA","name":"Fine Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"3Q6rw9kAMf6F1SW5","name":"Hand Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"3TWT5bv3z5zGUZCe","name":"Gauntlets of Ogre Power","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":8000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]} +{"_id":"3X7vdOjnCSpi40yn","name":"Ring of Fire Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a garnet stone that seems to glow when it catches the light.

\n

You have resistance to fire damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} +{"_id":"3YH1o1Wa4gcdN3fh","name":"Pike +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} +{"_id":"3YSUIp4eFo26YxJr","name":"Ball Bearings","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can spill these 1,000 tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1000,"weight":0.002,"price":0.001,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-earth.jpg","effects":[]} +{"_id":"3b0RvGi0TnTYpIxn","name":"Stick of Incense","permission":{"default":0},"type":"loot","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bamboo.jpg","effects":[]} +{"_id":"3c7JXOzsv55gqJS5","name":"Arrows","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.05,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]} +{"_id":"3cymOVja8jXbzrdT","name":"Longbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} +{"_id":"3gynWO9sN4OLGMWD","name":"Sling","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} +{"_id":"3h3ZU6qmQs18FfkA","name":"Mithral Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":20,"price":850,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"3nVvaHVfHsgwGlkL","name":"Small Knife","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} +{"_id":"3rCO8MTIdPGSW6IJ","name":"Dart","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0.25,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} +{"_id":"3uEyuCfnAzGkwAn5","name":"Sealing Wax","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/candle-melted.jpg","effects":[]} +{"_id":"419eNv7xp2p7Xlo5","name":"Blanket","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A sheet of blanket to keep you warm at night.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-green.jpg","effects":[]} +{"_id":"41kYCmKq0PbGVKaM","name":"Figurine of Wondrous Power Ivory Goat of Travail","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Travail becomes a @Compendium[sw5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat} for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":400,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":3,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-tusk-bloody.jpg","effects":[]} +{"_id":"44XNWmMGnwXn7bNW","name":"Pearl of Power","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a powercaster)

\n

While this pearl is on your person, you can use an action to speak its command word and regain one expended power slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":6000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pearl.jpg","effects":[]} +{"_id":"466j8hy4AiENMHVQ","name":"Plate Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":25500,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":21,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"46ikeR4RrSim6DsN","name":"Talisman of the Sphere","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

When you make an Intelligence (Arcana) check to control a Sphere of Annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a Sphere of Annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":20000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20 + @mod + @attributes.prof + @attributes.prof",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item, (requires attunement)

\n

When you make an Intelligence (Arcana) check to control a Sphere of Annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a @Compendium[sw5e.items.2YNqk5zm9jDTvd7q]{Sphere of Annihilation}, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 テ・your Intelligence modifier.

"}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/violet_05.jpg","effects":[]} +{"_id":"4MeSq8KcF7KK7emF","name":"Vicious Light Hammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This sturdy hammer is small enough to be nimbly wielded or used in combination with another weapon.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} +{"_id":"4MtQKPn9qMWCFjDA","name":"Quiver","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]} +{"_id":"4ZiJsDTRA1GgcWKP","name":"Potion of Stone Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1200,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-green.jpg","effects":[]} +{"_id":"4sR5HOah6KwVPHOb","name":"Wand of Web","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the @Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web} power (save DC 15) from it.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":8000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} +{"_id":"50N8zf58FR4JWR05","name":"Amulet of Proof against Detection and Location","permission":{"default":0},"type":"equipment","data":{"description":{"value":"
\n
Wondrous Item (requires attunement)
\n
\n
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
\n
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":20000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":5100001,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-blue.jpg","effects":[]} +{"_id":"59pjg8FGM4GG4Fdd","name":"Dagger +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} +{"_id":"5Jz5w7XJxgtlsx6K","name":"Vicious Dagger","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} +{"_id":"5KiRtMMSTnJmMtBr","name":"Crystal Ball of Telepathy","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The crystal ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying} power (save DC 17) with it.

\n

While Scrying with the Crystal Ball, you can communicate telepathically with creatures you can see within 30 feet of the power's sensor. You can also use an action to cast the @Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion} power (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends.

\n

Once used, the Suggestion power of the Crystal Ball can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-water.jpg","effects":[]} +{"_id":"5Rxo4K9cgpwgW9vZ","name":"Wand of Enemy Detection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":null,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} +{"_id":"5SorTMl8NKDO9Yge","name":"Ring of Poison Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with an amethyst stone that glitters when it catches the light.

\n

You have resistance to poison damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} +{"_id":"5fJn3LQ2eQG7luEO","name":"Chalk","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is soft white porous sedimentary acarbonate rock, a form of limestone composed of the mineral calcite. Can be used to draw shapes.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"0.01","attunement":0,"equipped":false,"rarity":"Common","identified":true},"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-bones.jpg","effects":[]} +{"_id":"5m9ErO9In8Uc5yyf","name":"Potion of Superior Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 8d4+8 hit points when you drink this potion.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":450,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d4 + 8","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-red.jpg","effects":[]} +{"_id":"5mIeX824uMklU3xq","name":"Map or Scroll Case","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/briefcase.jpg","effects":[]} +{"_id":"6067acDZGv7KNOkP","name":"Elven Chain","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":20,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather-forest.jpg","effects":[]} +{"_id":"62EaozKvcA0aSy2q","name":"Spear +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} +{"_id":"63nb14yQRJMc4bIn","name":"Philter of Love","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

\n

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

\n

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":90,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-5.jpg","effects":[]} +{"_id":"66UkbfH0PVwo4HgA","name":"Robe of Stars","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

\n

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} as a 5th-level power.

\n

Daily at dusk, 1d6 removed stars reappear on the robe.

\n

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":60000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d4","force"],["7","force"]],"versatile":""},"formula":"1d6","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_16.jpg","effects":[]} +{"_id":"698gLyJ4JKVVMF53","name":"Padded Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":6005,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"69Dpr25pf4BjkHKb","name":"Drum","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A drum, of any variety, to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":6,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/drum.jpg","effects":[]} +{"_id":"6I5lt8KheTsAE4Zr","name":"Sling +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} +{"_id":"6JbrdSg5YYbs9ANm","name":"Vicious Maul","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This heavy two-handed mace crushes metal and bone with thunderous force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":10,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} +{"_id":"6MDTnMG4Hcw7qZsy","name":"Ioun Stone of Sustenance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Sustenance. You don't need to eat or drink while this clear spindle orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":1000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/coral-tan.jpg","effects":[]} +{"_id":"6OIw31CDF6mAwFnd","name":"Bolt of Slaying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A Bolt of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Bolts of Dragon Slaying and Bolts of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

\n

Once a Bolt of Slaying deals its extra damage to a creature, it becomes a nonmagical bolt.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.075,"price":600,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_01.jpg","effects":[]} +{"_id":"6ai1pEde3iQX30Fr","name":"Cubic Gate","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.

\n

You can use an action to press one side of the cube to cast the @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate} power with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the @Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift} power (save DC 17) with the cube and transport the targets to the plane keyed to that side.

\n

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 160","quantity":1,"weight":0.1,"price":40000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/runestone-dwarven.jpg","effects":[]} +{"_id":"6n8J07mFo8xs11vS","name":"Dancing Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":2000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} +{"_id":"6ndqUhOySYVVQ5on","name":"Halberd +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"6pjaQzbtxQTuQ4RW","name":"Rod of Absorption","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

While holding this rod, you can use your reaction to absorb a power that is targeting only you and not with an area of effect. The absorbed power's effect is canceled, and the power's energy not the power itself - is stored in the rod. The energy has the same level as the power when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a power that the rod can't store, the rod has no effect on that power.

\n

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of power energy it currently has stored.

\n

If you are a powercaster holding the rod, you can convert energy stored in it into power slots to cast powers you have prepared or know. You can create power slots only of a level equal to or lower than your own power slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the power as normal. For example, you can use 3 levels stored in the rod as a 3rd-level power slot.

\n

A newly found rod has 1d10 levels of power energy stored in it already. A rod that can no longer absorb power energy and has no energy remaining becomes nonmagical.

\n

**Foundry note: the rod currently has the maximum 10 charges for a newly found rod. Adjust as required.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":50000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"reaction","cost":1,"condition":"Power slots created can be no higher than 5th level."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":10,"max":50,"per":"charges","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_15.jpg","effects":[]} +{"_id":"6rocoBx5jdzG1QQH","name":"Healer's Kit","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":10,"max":10,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herb-bag.jpg","effects":[]} +{"_id":"7FEcfqz1piPHN1tV","name":"Ioun Stone of Greater Absorption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a power of 8th level or lower cast by a creature you can see and targeting only you.

\n

Once the stone has canceled 50 levels of powers, it burns out and turns dull gray, losing its magic. If you are targeted by a power whose level is higher than the number of power levels the stone has left, the stone can't cancel it.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":31000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":50,"max":50,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-green.jpg","effects":[]} +{"_id":"7FLs8qIGdOFnz9oL","name":"Lantern of Revealing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lantern.jpg","effects":[]} +{"_id":"7Yqbqg5EtVW16wfT","name":"Barrel","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":70,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":334,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/items/inventory/barrel.jpg","effects":[]} +{"_id":"7i4s9msZWpAw4Ynv","name":"Dagger of Venom","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":1,"price":2500,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_43.jpg","effects":[]} +{"_id":"7jEKkA9qbwJ3IuCb","name":"Wand of Binding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

\n

Powers. While holding the wand, you can use an action to expend some of its charges to cast one of the following powers (save DC 17): @Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster} (5 charges) or @Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person} (2 charges).

\n

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":10000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} +{"_id":"7kVZo4DLBq22406E","name":"Quarterstaff +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} +{"_id":"7u31f86h5vm5WOWM","name":"Gaming Set","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante).

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

\n

Please note this is a generic placeholder. For the gaming sets given in the PHB table, please see immediately below this entry in the compendium. However, feel free to use any of them as a guide for an original entry by editing them or even starting from scratch, given DM permission.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]} +{"_id":"7vqs5AqI4VCmuszx","name":"Handy Haversack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

\n

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

\n

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":5,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"capacity":{"type":"weight","value":120,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"powerdc":10},"damage":{"parts":[]},"details":{"description":"

Wondrous item

\n

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

\n

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

\n

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing the haversack inside an extradimensional space created by a @Compendium[sw5e.items.aDHRuUs29SrumWfq]{Bag of Holding}, @Compendium[sw5e.items.rvxGvcUzoQXVNbAu]{Portable Hole}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

"}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} +{"_id":"7wY0389wscheFkIa","name":"Scimitar of Speed","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

","chat":"","unidentified":""},"source":"DMG pg. 199","quantity":1,"weight":3,"price":6000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_08.jpg","effects":[]} +{"_id":"7ztvHyYJCcOOAWmR","name":"Censer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Usually used in conjunction with blocks of incense to perfume the air.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chalice-cracked.jpg","effects":[]} +{"_id":"84z9mVy1mCipUWEY","name":"Breastplate +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":1900,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":650000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"8ABk0XV76Hzq8Qul","name":"Amulet of the Planes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"
Wondrous Item (requires attunement)
\n
\n
While wearing this Amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the @Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift} power. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":160000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":5200001,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-green.jpg","effects":[]} +{"_id":"8CaODbNQtxHGuVjn","name":"Figurine of Wondrous Power Ivory Goat of Terror","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Terror becomes a @Compendium[sw5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat} for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form.

\n

In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours.

\n

Once the figurine has been used, it can't be used again until 15 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":20000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":3,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-horn.jpg","effects":[]} +{"_id":"8GCEodUsTEEpBlO6","name":"Robes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]} +{"_id":"8LZBOY5USLZ4ngDq","name":"Greatsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} +{"_id":"8MNDhKb1Q87QszOJ","name":"Longsword of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1700,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_03.jpg","effects":[]} +{"_id":"8MPnSrvEeZhPhtTi","name":"Potion of Lightning Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Lightning type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} +{"_id":"8N1GqcdroUpmM9dS","name":"Warhammer +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","bludgeoning"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} +{"_id":"8NS6MSOdXtUqD7Ib","name":"Carpenter's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in carpentry.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":8,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/axe-wood.jpg","effects":[]} +{"_id":"8PI1EL8xHLq4tXKr","name":"Ring of Power Turning","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you have advantage on saving throws against any power that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the power is 7th level or lower, the power has no effect on you and instead targets the caster, using the slot level, power save DC, attack bonus, and powercasting ability of the caster.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":30000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} +{"_id":"8RXjiddJ6VGyE7vB","name":"Common Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]} +{"_id":"8W6ULfSqzuHh6Peg","name":"Longbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} +{"_id":"8dfhaa1g3VDjhtm3","name":"Eyes of Charming","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the @Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person} power (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":3000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Must have eye contact with the target humanoid."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/skills/light_02.jpg","effects":[]} +{"_id":"8tvhh5wqG5FRh3Sf","name":"Caltrops","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.1,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket"},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/caltrop.jpg","effects":[]} +{"_id":"8wXB18E0oPAYFkqc","name":"Heavy Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} +{"_id":"902yxeFDwavpm6cv","name":"Shortsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} +{"_id":"9G9QGSPgpZDSsm37","name":"Sledgehammer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool with a large, flat, often metal head, attached to a long handle.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":10,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]} +{"_id":"9GSfMg0VOA2b4uFN","name":"Power Scroll 1st Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":60,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/note-scroll.jpg","effects":[]} +{"_id":"9Ifr8fGvJ1bArzOW","name":"Bag of Tricks (Grey)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[sw5e.monsters.WOdeacKCYVhgLDuN]{Weasel}
2@Compendium[sw5e.monsters.q1YJIeIt6rK8fCKn]{Giant Rat}
3@Compendium[sw5e.monsters.oQvORD924obyPdCc]{Badger}
4@Compendium[sw5e.monsters.lZR4lhNmYSf89s4Q]{Boar}
5@Compendium[sw5e.monsters.AijNdqMurWxDxUSl]{Panther}
6@Compendium[sw5e.monsters.OSKoYxdiQ8jYqOGH]{Giant Badger}
7@Compendium[sw5e.monsters.EYiQZ3rFL25fEJY5]{Dire Wolf}
8@Compendium[sw5e.monsters.hQt3qIahnB1Odb40]{Giant Elk}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]} +{"_id":"9Mdes2tKt0cqsNTw","name":"Nine Lives Stealer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":3,"price":8000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} +{"_id":"9UvWQTY5yIgkJmmb","name":"Circlet of Blasting","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this circlet, you can use an action to cast the @Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray} power with it. When you make the power's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":0.1,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-gold.jpg","effects":[]} +{"_id":"9bWTRRDym06PzSAf","name":"Pouch","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]} +{"_id":"9cIlRtKDtDXQtElf","name":"Ring of Power Storing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring stores powers cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of powers at a time. When found, it contains 1d6 − 1 levels of stored powers chosen by the GM.

\n

Any creature can cast a power of 1st through 5th level into the ring by touching the ring as the power is cast. The power has no effect, other than to be stored in the ring. If the ring can't hold the power, the power is expended without effect. The level of the slot used to cast the power determines how much space it uses.

\n

While wearing this ring, you can cast any power stored in it. The power uses the slot level, power save DC, power attack bonus, and powercasting ability of the original caster, but is otherwise treated as if you cast the power. The power cast from the ring is no longer stored in it, freeing up space.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":24000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} +{"_id":"9eyZY9tL3fXD1Mbm","name":"Dust of Sneezing and Choking","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an @Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify} power reveals it to be such. There is enough of it for one use.

\n

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} power can also end the effect on a creature.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":0,"price":480,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

Found in a small container, this powder resembles very fine sand. It appears to be @Compendium[sw5e.items.cGUPm15mLfhGDz2b]{Dust of Disappearance}, and an @Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify} power reveals it to be such. There is enough of it for one use.

\n

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} power can also end the effect on a creature.

"}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/skills/water_01.jpg","effects":[]} +{"_id":"9jMQEm99q1ttAV1Q","name":"Ioun Stone of Insight","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Insight. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-blue.jpg","effects":[]} +{"_id":"9kfMsSweOBui0SC4","name":"Rod of Security","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

\n

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

\n

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":5,"price":90000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":200,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]} +{"_id":"9nxSHbqlDdngtuuz","name":"Figurine of Wondrous Power Onyx Dog","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Onyx Dog. This onyx statuette of a dog can become a @Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff} for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":3000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":5,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/collar-red.jpg","effects":[]} +{"_id":"9qOAoFw9dTXhJ1w0","name":"Sling +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} +{"_id":"9stfX2i2I1YPo8vx","name":"Instant Fortress","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

\n

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the @Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock} power and similar magic, such as that of a @Compendium[sw5e.items.vZdLYfHlLcZqQ8zc]{Chime of Opening}.

\n

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

\n

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power can repair the fortress (this use of the power counts as replicating a power of 8th level or lower). Each casting of Wish causes the roof, the door, or one wall to regain 50 hit points.

","chat":"","unidentified":""},"source":"DMG pg. 160","quantity":1,"weight":0.1,"price":75000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_31.jpg","effects":[]} +{"_id":"9uT9SXy1Gb1jiiZX","name":"Scale Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":24050,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"9v0TPDXNa9S7aNB4","name":"Periapt of Health","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-red.jpg","effects":[]} +{"_id":"A2i08i8gAFscm6hZ","name":"Longbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} +{"_id":"AChuumAYmts5uGFT","name":"Vicious Sickle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} +{"_id":"ADH0UZ8bf7Op0dgf","name":"Crystal Ball of True Seeing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The Crystal Ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying} power (save DC 17) with it.

\n

While Scrying with the Crystal Ball, you have Truesight with a radius of 120 feet centered on the power's sensor.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-fire.jpg","effects":[]} +{"_id":"AHn15T1TOuDFS0GH","name":"Sickle +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} +{"_id":"Ajyq6nGwF7FtLhDQ","name":"Mace","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"Aq1rhgcgFnwu2T4I","name":"Cloak of the Bat","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

\n

While wearing the cloak in an area of dim light or darkness, you can use your action to cast @Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph} on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores.

\n

The cloak can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"AweD4kpKGM7Ilu3n","name":"Ring of Regeneration","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

\n

Foundry note: you can use the Other Formula to calculate the days needed to regrow a body part if required.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":12000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":"You need at least 1 hit point."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} +{"_id":"BNJmdttKvIwC08Pd","name":"Sling Bullet +2","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":100,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} +{"_id":"BQw5lyopqLmf8B6u","name":"Chain Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":55,"price":6075,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"BeKIrNIvNHRPQ4t5","name":"Staff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gnarled or polished staff of wood, bone, or more exotic materials like crystal. Such implements are frequently used by powercasters to hone their arcane focus.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} +{"_id":"BefbYlWbRYyy6R8s","name":"Nine Lives Stealer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":3,"price":8000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","slashing"]],"versatile":"1d10 +@mod +2"},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} +{"_id":"BjyTJn9oGvURWKJR","name":"Manual of Bodily Health","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-red.jpg","effects":[]} +{"_id":"BmWnprrj0QWQ1BL3","name":"Quarterstaff +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} +{"_id":"BnOCLuNWhVvzHLjl","name":"Torch","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]} +{"_id":"BsyPV6eTNghT3Fho","name":"Eyes of Minute Seeing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":2500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":1,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} +{"_id":"BwC8hZaNjO7IQc6K","name":"Splint Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":24200,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":20,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":850000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} +{"_id":"C0MNXWA81ufzGlp5","name":"Oil of Sharpness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.

\n

The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":3200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-10.jpg","effects":[]} +{"_id":"CAZMwFBWp9VC0ZCg","name":"Potion of Water Breathing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

\n

You can breathe underwater for 1 hour after drinking this potion.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-4.jpg","effects":[]} +{"_id":"CI58LNiwrTpmWYMp","name":"Figurine of Wondrous Power Bronze Griffon","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a @Compendium[sw5e.monsters.h052EIIUmRwJum65]{Griffon} for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-whirl.jpg","effects":[]} +{"_id":"CNdDj8dsXVpRVpXt","name":"Sack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A sack can hold up to 1 cubic foot or 30 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0.5,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2500001,"flags":{},"img":"systems/sw5e/icons/items/inventory/sack.jpg","effects":[]} +{"_id":"CVMGOJWTO6TCybrH","name":"Lance +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} +{"_id":"CcTGZzQHejxEVLK1","name":"Mithral Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":20,"price":1200,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"CoUFHk5keIihsbYL","name":"Flame Tongue Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":7100001,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} +{"_id":"Ct9LR9Ft1FG4a6Y1","name":"Potion of Mind Reading","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

\n

When you drink this potion, you gain the effect of the @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} power (save DC 13).

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-2.jpg","effects":[]} +{"_id":"CvzjhUy9ekRieR1A","name":"Eversmoking Bottle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

\n

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":1,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/violet_25.jpg","effects":[]} +{"_id":"CwWbeQ6XyqFzbMYw","name":"Book of Shadows","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A grimoire given to you by your patron. Choose three cantrips from any class's power list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock power list, they are nonetheless warlock powers for you.

\n

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

","chat":"","unidentified":""},"source":"PHB pg. 108","quantity":1,"weight":3,"price":0,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} +{"_id":"DEQkJiQdGyfmSNkV","name":"Helm of Teleportation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[sw5e.powers.L4J89JXqbKs6puEV]{Teleport} power from it. The helm regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":64000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/violet_13.jpg","effects":[]} +{"_id":"DM7hzgL836ZyUFB1","name":"Power Scroll 4th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 15
Attack bonus: +7.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":320,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-cursed.jpg","effects":[]} +{"_id":"DMejWAc8r8YvDPP1","name":"Halberd","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"DNOSEAvF4Oh1DlWy","name":"Tinderbox","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/torch.jpg","effects":[]} +{"_id":"DSHi7yT6OUyDoCcu","name":"Bracers of Defense","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/bracers-defense.jpg","effects":[]} +{"_id":"DT02xK1DzxLNlVaI","name":"Frost Brand Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":2200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} +{"_id":"DVXmyetZuvxbzAwW","name":"Bedroll","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]} +{"_id":"DWLMnODrnHn8IbAG","name":"Javelin","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} +{"_id":"DWwBkOFuYf5VN3M2","name":"Periapt of Wound Closure","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-blue.jpg","effects":[]} +{"_id":"DevmObXWP9MfwE2c","name":"Adamantine Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":20,"price":900,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"DizirD7eqjh8n95A","name":"Maul","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This heavy two-handed mace crushes metal and bone with thunderous force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":10,"price":"10","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} +{"_id":"DnlQkH6Bpwkd5n5Y","name":"Feather Token Anchor","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":50,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"width":null,"units":"touch","type":"object"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-blue.jpg","effects":[]} +{"_id":"Do3qeSHtBjUsmfvz","name":"Rod of Alertness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This rod has a flanged head and the following properties.

\n

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

\n

Powers. While holding the rod, you can use an action to cast one of the following powers from it: @Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}, @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}, @Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}, or @Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility}.

\n

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

\n

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground.. This property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":25000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Rod must be planted in the ground."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":60,"long":120,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} +{"_id":"DoSvjhRARhRqWZXg","name":"Wand of Fireballs","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} power (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the power. You can increase the power slot level by one for each additional charge you expend.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":32000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":"1d6"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} +{"_id":"DxIdfGoJEYQj8o3D","name":"Bag of Tricks (Rust)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from rust-colored cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[sw5e.monsters.pozQUPTnLZW8epox]{Rat}
2@Compendium[sw5e.monsters.d0prpsGSAorDadec]{Owl}
3@Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}
4@Compendium[sw5e.monsters.y8sRU8Ks2lcrGsaf]{Goat}
5@Compendium[sw5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat}
6@Compendium[sw5e.monsters.55z2VqYdUb8BWgyc]{Giant Boar}
7@Compendium[sw5e.monsters.hjhERRzafCiFFVLA]{Lion}
8@Compendium[sw5e.monsters.omcDpBoB69esCXeM]{Brown Bear}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/sack.jpg","effects":[]} +{"_id":"E0Px9YrsAotTIibl","name":"Musical Instrument","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A musical instrument to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

\n

Please note this is a generic placeholder. For the musical instruments given in the PHB table, please see immediately below this entry in the compendium. However, feel free to use any of them as a guide for an original entry by editing them or even starting from scratch, given DM permission.

\n

Specific musical instruments are available in the Items (SRD) compendium:

\n

@Compendium[sw5e.items.yxHi57T5mmVt0oDr]{Bagpipes}

\n

@Compendium[sw5e.items.69Dpr25pf4BjkHKb]{Drum}

\n

@Compendium[sw5e.items.NtdDkjmpdIMiX7I2]{Dulcimer}

\n

@Compendium[sw5e.items.eJOrPcAz9EcquyRQ]{Flute}

\n

@Compendium[sw5e.items.aa9KuBy4dst7WIW9]{Horn}

\n

@Compendium[sw5e.items.qBydtUUIkv520DT7]{Lute}

\n

@Compendium[sw5e.items.EwG1EtmbgR3bM68U]{Lyre}

\n

@Compendium[sw5e.items.G5m5gYIx9VAUWC3J]{Pan Flute}

\n

@Compendium[sw5e.items.G3cqbejJpfB91VhP]{Shawm}

\n

@Compendium[sw5e.items.baoe3U5BfMMMxhCU]{Viol}

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} +{"_id":"E2h6sEe6FU2tnU96","name":"Costume Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A complete costume usually used by performers and artists in all manner of entertainment halls or for those that simply refuse to get out of character.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-pink.jpg","effects":[]} +{"_id":"E7c4zpWdYgkKDHGo","name":"Luck Blade Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} +{"_id":"E9G4jALlSA96fKAN","name":"Iron Bands of Binding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

\n

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

\n

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

\n

Once the bands are used, they can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":1,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. Target creature must be Huge or smaller."},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["d20 + @attributes.prof + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/carving-knot.jpg","effects":[]} +{"_id":"EJFql4aNWHHJSxT9","name":"Wand of Fear","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

\n

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the @Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command} power (save DC 15).

\n

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":10000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-skull.jpg","effects":[]} +{"_id":"EJVaAvNfCq6gn6VG","name":"Helm of Telepathy","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this helm, you can use an action to cast the @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} power (save DC 13) from it. As long as you maintain concentration on the power, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply using a bonus action to do so while your focus on it continues.
While focusing on a creature with Detect Thoughts, you can use an action to cast the @Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion} power (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":12000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]} +{"_id":"ER75WHewYN04Zp11","name":"Belt of Hill Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-plain.jpg","effects":[]} +{"_id":"ET8Oo5vaTZqyb7rN","name":"Breastplate +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6400,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":650000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"EU78dSbnr91QWZ7g","name":"Halberd +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"EWdfUQriSabqDESm","name":"Dart +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} +{"_id":"EkTpM4Wbsrdqflzl","name":"Trident +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} +{"_id":"ElLfmohtIFMagr5f","name":"Ring of Animal Influence","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following powers:

\n
    \n
  • @Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship} (save DC 13)
  • \n
  • @Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear} (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
  • \n
  • @Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals}
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 189","quantity":1,"weight":0,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} +{"_id":"EveBprZPBjfZqXLt","name":"Maul +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} +{"_id":"EwG1EtmbgR3bM68U","name":"Lyre","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lyre to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":30,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} +{"_id":"F0Df164Xv1gWcYt0","name":"Warhammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy metal hammer capable of being wielded with a single hand with a shield or in two hands to deliver crushing concussive blows.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":15,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} +{"_id":"F3rQcaZvElNEiudk","name":"Giant Slayer Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} +{"_id":"F65ANO66ckP8FDMa","name":"Trident","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A multi-pronged spear designed to impale a target in multiple locations, pinning them in place. Often used in combination with a net to entrap and harass foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} +{"_id":"F6GwSqjErX1u35Re","name":"Bell","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bell for you to ring.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bell_brass.jpg","effects":[]} +{"_id":"F6v3Q7dz1SlpLTMf","name":"Staff of Thunder and Lightning","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

\n

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

\n

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

\n

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

\n

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":10000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} +{"_id":"F8QpasPjLrw2POzE","name":"Bag of Beans","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

\n

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

\n

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
015d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds.
11-20A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-501d6 + 6 shriekers sprout.
51-601d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70A hungry bulette burrows up and attacks.
71-80A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice.
00A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.
\n

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":3.5,"price":3000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":12,"max":12,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d4","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch-neck.jpg","effects":[]} +{"_id":"FCxG64QUxsnF4Lis","name":"Holy Avenger Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":6,"price":165000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod + 3","slashing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"FF1ktpb2YSiyv896","name":"Wooden Staff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gnarled or naturely smooth staff of wood drawn out from a living tree, those who heed nature's call can use this to harness the incredible power of nature.

\n

Powercasting Focus. A druidic focus is a special item designed to channel the power of powers from the druid's power list. A druid can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} +{"_id":"FHUDEygUW7EWCDgA","name":"Vicious Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} +{"_id":"FIDyR0kZnxGy7bj8","name":"Oil of Slipperiness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured.

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a @Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement} power for 8 hours.

\n

Alternatively, the oil can be poured on the ground as an action, where it covers a 10‑foot square, duplicating the effect of the @Compendium[sw5e.powers.etgcR9wqmrhyZ0tx]{Grease} power in that area for 8 hours.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":480,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-3.jpg","effects":[]} +{"_id":"FLoBS3UnFnZTSsSx","name":"Chain Shirt +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6050,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"FZixEM5voQkH84xP","name":"Studded Leather Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":6045,"attunement":0,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} +{"_id":"Fc6UfFNOnW80XMzi","name":"Antitoxin","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.1,"price":50,"attunement":0,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-violet.jpg","effects":[]} +{"_id":"FeouSUPUlUhfgeRp","name":"Staff of Charming","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

\n

While holding this staff, you can use an action to expend 1 of its 10 charges to cast Charm Person, Command, or Comprehend Languages from it using your power save DC. The staff can also be used as a magic quarterstaff.

\n

If you are holding the staff and fail a saving throw against an enchantment power that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment power that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the power back on its caster as if you had cast the power.

\n

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":12000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"1d8 +2","save":{"ability":"wis","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} +{"_id":"Fgkj11diTJJ7H3JC","name":"Feather Token Whip","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee power attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.

\n

As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"A bonus action is used to control the whip."},"duration":{"value":1,"units":"hour"},"target":{"value":5,"width":null,"units":"ft","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + 5","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-purple-stripe.jpg","effects":[]} +{"_id":"FhtjbeBeP4q5vTyc","name":"Javelin +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} +{"_id":"Fk78kNmp3OLX5EMC","name":"Vicious Heavy Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":18,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} +{"_id":"FkDyLSpiynKTQZdi","name":"Wings of Flying","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

","chat":"","unidentified":""},"source":"DMG pg. 214","quantity":1,"weight":3,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"FpLaviCom3XR1ckP","name":"Vicious Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} +{"_id":"FvNOwWbh5FXyX4xe","name":"Alchemist's Fire","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":"0","chatFlavor":"improvised weapon","critical":null,"damage":{"parts":[["1d4","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10},"charges":{"max":1,"value":1}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} +{"_id":"G3cqbejJpfB91VhP","name":"Shawm","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A shawm to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} +{"_id":"G5m5gYIx9VAUWC3J","name":"Pan Flute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A set of panpipes to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":12,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]} +{"_id":"G7LqGzKR5ts0WlJ9","name":"Hourglass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is a device used to measure the psaage of time. It comprises two glass bulbs connected vertically by a narrow neck that allows a regulated trickle of sand from the upper bulb to the lower one.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stopwatch.jpg","effects":[]} +{"_id":"G9XQPNLlDXkpVxn1","name":"Padded Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":6005,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"GJv6WkD7D2J6rP6M","name":"Shortbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This two handed bow is somewhat smaller than the traditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} +{"_id":"GKQSxYvS3m9qKVac","name":"Mithral Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":60,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":5000001,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} +{"_id":"GP2bvHlxVi30OEmo","name":"Figurine of Wondrous Power Marble Elephant","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Marble Elephant. This marble statuette is about 4 inches high and long. It can become an @Compendium[sw5e.monsters.jLPhaBnMtAbB5dp1]{Elephant} for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":15,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-tusk.jpg","effects":[]} +{"_id":"GcpXNc4dKUNw0Tk6","name":"Wand of Paralysis","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":16000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} +{"_id":"Gflnp29aEv5Lc1ZM","name":"Cook's Utensils","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in cookery.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]} +{"_id":"GsuvwoekKZatfKwF","name":"Unarmed Strike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

","chat":"","unidentified":""},"source":"PHB pg. 195","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]} +{"_id":"GtKV1b5uqFQqpEni","name":"Padded Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Padded armor consists of quilted layers of cloth and batting. Padded armor offers a comparable level of protection as stiffened leather but is somewhat less encumbering to the wearer.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":8,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"H6SIiRIig7OMM2Z0","name":"Longsword +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} +{"_id":"H8YCd689ezlD26aT","name":"Backpack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} +{"_id":"HF32aZSVw4P0MR4K","name":"Chain Shirt Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6050,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4600001,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"HL96uZp7rwYXi7fq","name":"Double-Bladed Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An exotic weapon crafted as two large sweeping blades mounted on either end of a two-handed central hilt.

","chat":"","unidentified":""},"source":"UAWGE pg. 74","quantity":1,"weight":6,"price":"100","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"two":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} +{"_id":"HLEhnzLbpRbYdAHo","name":"Elemental Gem of Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This emerald contains a mote of elemental energy. When you use an action to break the gem, a @Compendium[sw5e.monsters.namJz755U1EhvEJa]{Water Elemental} is summoned as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-green.jpg","effects":[]} +{"_id":"HLhFCDGfI8EK7uV9","name":"Boots of Levitation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you can use an action to cast the @Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate} power on yourself at will.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-leather.jpg","effects":[]} +{"_id":"HQJ8tiyyrJJSUSyF","name":"Blowgun +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} +{"_id":"HVpXIU0zZw0a4Fb7","name":"Mithral Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":65,"price":2300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4800001,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"HY8duCwmvlXOruTG","name":"Potion of Diminution","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “reduce” effect of the @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce} power for 1d4 hours (no concentration required).

\n

\n

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":270,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-9.jpg","effects":[]} +{"_id":"HZp69hhyNZUUCipF","name":"Glass Bottle","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A bottle holds 1½ pints of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]} +{"_id":"HZsvDPmvysQKGzGy","name":"Steel Mirror","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A mirror made of steel.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.5,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-coin.jpg","effects":[]} +{"_id":"HdC66U61pDOknaux","name":"Club +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} +{"_id":"HeDP6dL9daVT3uj2","name":"Spear +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} +{"_id":"HnIERWmmra74hSCw","name":"Ring of Water Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Water.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[sw5e.monsters.namJz755U1EhvEJa]{Water Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Powers cast from the ring have a save DC of 17.

\n

Ring of Water Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster} on a Water Elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

\n

If you help slay a Water Elemental while attuned to the ring, you gain access to the following additional properties:

\n
    \n
  • You can breathe underwater and have a swimming speed equal to your walking speed.
  • \n
  • You can cast the following powers from the ring, expending the necessary number of charges: @Compendium[sw5e.powers.a3XtAO5n2GrqiAh5]{Create or Destroy Water} (1 charge), @Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control Water} (3 charges), @Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm} (2 charges), or @Compendium[sw5e.powers.fzZnVKLmBMo2f5up]{Wall of Ice} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":25000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orb.jpg","effects":[]} +{"_id":"HnJqfKkYXIWo2sp9","name":"Vicious Warhammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy metal hammer capable of being wielded with a single hand with a shield or in two hands to deliver crushing concussive blows.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} +{"_id":"HokQ1loVJTFxt27u","name":"Vorpal Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_16.jpg","effects":[]} +{"_id":"HpEEfZg9PRkXnMi4","name":"Splint Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":1700,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":850000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} +{"_id":"I0WocDSuNpGJayPb","name":"Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":"10","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} +{"_id":"I5PWgE4IF40Iv9h4","name":"Giant Slayer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-ice.jpg","effects":[]} +{"_id":"I7cOsXsklWkzouHA","name":"Vorpal Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_16.jpg","effects":[]} +{"_id":"IBhDAr7WkhWPYLVn","name":"Disguise Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cowl.jpg","effects":[]} +{"_id":"IGwDN9gtYxCrlrCr","name":"Elemental Gem of Earth","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This yellow diamond contains a mote of elemental energy. When you use an action to break the gem, an @Compendium[sw5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental} is summoned as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-yellow.jpg","effects":[]} +{"_id":"IPkf0XNowClwXnjQ","name":"Longsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} +{"_id":"IY5PveXrF7VoFlWg","name":"Arrow +3","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Ammunition used for bows of all varieties. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":400,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["3","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_07.jpg","effects":[]} +{"_id":"IeM5Ha2cg0RA99q3","name":"Hide Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":24010,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} +{"_id":"Ilyv71AeobM6AvIn","name":"Defender Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":3,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} +{"_id":"IpBBqr0r7JanyVn0","name":"Ring of Thunder Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a spinel stone that gleams when it catches the light.

\n

You have resistance to thunder damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-ruby.jpg","effects":[]} +{"_id":"IrC5LPbWNxlAQoK7","name":"Ring of Radiant Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a topaz stone that shimmers when it catches the light.

\n

You have resistance to radiant damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-red.jpg","effects":[]} +{"_id":"ItoGjtOtDOQ2noNM","name":"Crystal Ball","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The typical Crystal Ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying} power (save DC 17) with it.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":50000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pearl.jpg","effects":[]} +{"_id":"IuVaBrq17AqxpXc4","name":"Wand of the War Mage +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

While holding this wand, you gain a bonus to power attack rolls of +3. In addition, you ignore half cover when making a power attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":19200,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":false,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"folder":"oENpm3Crialw50Y1","sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} +{"_id":"J8gQdJJi5e8LmD7H","name":"Rope of Entanglement","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":3,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/green_17.jpg","effects":[]} +{"_id":"JDTO996oInbiZGHW","name":"Breastplate +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":24400,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":650000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"JFiSlgcm3uSSBM5t","name":"Potion of Supreme Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 10d4+20 hit points when you drink this potion.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1350,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4 + 20","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-red.jpg","effects":[]} +{"_id":"JNkjtTxYmEC7W34O","name":"Splint Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":60,"price":6200,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} +{"_id":"JRJpKZyamkpa7awv","name":"Robe of Scintillating Colors","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":6000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d3","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_26.jpg","effects":[]} +{"_id":"Jj4iFQQGvckx8Wsj","name":"Potion of Fire Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Fire type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-red.jpg","effects":[]} +{"_id":"JpwuGtFkfrGibQpP","name":"Greatsword of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":6,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} +{"_id":"Jvf1NWFxcjfHnMQ5","name":"Cloak of Elvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"JvoufrTkSDMsS9Sm","name":"Chain (10 feet)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":10,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"scaling":"flat"},"consumableType":"trinket"},"sort":2200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} +{"_id":"JyYwliYiWEw2g0yJ","name":"Ring of Feather Falling","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} +{"_id":"K7h4LT03SNt2807z","name":"Vicious Hand Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"KA2P6I48iOWlnboO","name":"Wand","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A single-handed delicate implement of wood, bone, crystal, or other exotic materials which is commonly used as a focus to assist with arcane powercasting.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} +{"_id":"KJYqNZgdkRwPmPMl","name":"Rapier of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":2,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} +{"_id":"KKWBLKQIWHtcpymp","name":"Boots of Elvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":2500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/bootsfancy.png","effects":[]} +{"_id":"KhRhwADrTpol3yTx","name":"Ring Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":24030,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":false},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"KndVe2insuctjIaj","name":"Smith's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in smithing.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":20,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]} +{"_id":"KvIlZssYEtQ4bvSE","name":"Warhammer +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","bludgeoning"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} +{"_id":"L4PxYPtYca283sju","name":"Scimitar of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":3,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} +{"_id":"L887NdWEP5NqHCrQ","name":"Potion of Greater Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 4d4+4 hit points when you drink this potion.

\n

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":150,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 + 4","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/potions/major-red.jpg","effects":[]} +{"_id":"L9KBLub5vfb3mTDz","name":"Ring of Fire Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Fire.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[sw5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Powers cast from the ring have a save DC of 17.

\n

Ring of Fire Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster} on a Fire Elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.

\n

If you help slay a Fire Elemental while attuned to the ring, you gain access to the following additional properties:

\n
    \n
  • You are immune to fire damage.
  • \n
  • You can cast the following powers from the ring, expending the necessary number of charges: @Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands} (1 charge), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (2 charges), or @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":17000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-red.jpg","effects":[]} +{"_id":"LBQWNqX6hZOKhQ8a","name":"Potion of Radiant Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Radiant type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} +{"_id":"LBajgahniRJbAgDr","name":"Powerbook","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Essential for wizards, a powerbook is a leather-bound tome with 100 blank vellum pages suitable for recording powers.

\n

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"details":{"description":"

Essential for wizards, a powerbook is a leather-bound tome with 100 blank vellum pages suitable for recording powers.

\n

The powers that you add to your powerbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other powers during your adventures. You could discover a power recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

\n

Copying a Power into the Book

\n

When you find a wizard power of 1st level or higher, you can add it to your powerbook if it is of a power level you can prepare and if you can spare the time to decipher and copy it. Copying that power into your powerbook involves reproducing the basic form of the power, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the power until you understand the sounds or gestures required, then transcribe it into your powerbook using your own notation. For each level of the power, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the power to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the power just like your other powers.

\n

Replacing the Book

\n

You can copy a power from your own powerbook into another book - for example, if you want to make a backup copy of your powerbook. This is just like copying a new power into your powerbook, but faster and easier, since you understand your own notation and already know how to cast the power. You need spend only 1 hour and 10 gp for each level of the copied power.

\n

If you lose your powerbook, you can use the same procedure to transcribe the powers that you have prepared into a new powerbook. Filling out the remainder of your powerbook requires you to find new powers to do so, as normal. For this reason, many wizards keep backup powerbooks in a safe place. The Book's Appearance. Your powerbook is a unique compilation of powers, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous powerbook in a mishap.

"}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]} +{"_id":"LC5LsQOPwoHQW9Mi","name":"Ring of Water Walking","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} +{"_id":"LDuqUcosOK8Bf76S","name":"Adamantine Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":60,"price":700,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":5000001,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} +{"_id":"LEC1wkaAUnWzDPDD","name":"Javelin of Lightning","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

\n

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 178","quantity":1,"weight":2,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":"inst"},"target":{"value":120,"width":null,"units":"ft","type":"line"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["4d6","lightning"]],"versatile":""},"formula":"4d6","save":{"ability":"dex","dc":13,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":950000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]} +{"_id":"LHaqMvrx3PfSzWMQ","name":"Bag of Tricks (Tan)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[sw5e.monsters.MZYCPIVoBs918qGZ]{Jackal}
2@Compendium[sw5e.monsters.K5cKmPoFkpuOotis]{Ape}
3@Compendium[sw5e.monsters.JW8bXggOMBx1S6tF]{Baboon}
4@Compendium[sw5e.monsters.SXXvwaLBNuzBymp3]{Axe Beak}
5@Compendium[sw5e.monsters.D5WjGwKskeUT8HXa]{Black Bear}
6@Compendium[sw5e.monsters.8VXxqeBvN54rPh81]{Giant Weasel}
7@Compendium[sw5e.monsters.oBXgFDnwGehbpmKN]{Giant Hyena}
8@Compendium[sw5e.monsters.FayqbnjBMszO6Pat]{Tiger}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch-sealed.jpg","effects":[]} +{"_id":"LZcpcR21nte4Yoe2","name":"Handaxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} +{"_id":"LdAj2ES9EzfnWcA1","name":"Adamantine Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":45,"price":550,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"LiOD83I4MIZlpoQQ","name":"Hunting Trap","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":25,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","piercing"]],"versatile":"1"},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/skills/green_14.jpg","effects":[]} +{"_id":"LpD064ilKEeFzVI8","name":"Cloak of Displacement","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn.

\n

This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":3,"price":60000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"Lr8aRsnia8hftPAb","name":"Dagger +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} +{"_id":"LuEZnUnuy1mwDlD1","name":"Gaming Set of Three-Dragon Ante","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item is a complete set of Three-Dragon Ante playing cards, unmarked or marked.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bills.jpg","effects":[]} +{"_id":"M28HYDCueaK7J8u8","name":"Ring Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6030,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":false},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"M5APnDW8bKQb7fHI","name":"Shield of Missile Attraction","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you have resistance to damage from ranged weapon attacks.

\n

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the @Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse} power or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":"Any ranged attack within 10 ft. of you causes you to be the target."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]} +{"_id":"M5qkJ7erLqWYUHa0","name":"Figurine of Wondrous Power Obsidian Steed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Obsidian Steed. This polished obsidian horse can become a @Compendium[sw5e.monsters.5SgVGhQBswgWRwsF]{Nightmare} for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.

\n

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":128000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/skills/red_03.jpg","effects":[]} +{"_id":"M8xM8BLK4tpUayEE","name":"Iron Pot","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

An iron pot holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cauldron.jpg","effects":[]} +{"_id":"MAwoj2suj6cvb9Ti","name":"Universal Solvent","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including @Compendium[sw5e.items.zJ5LhDvTxYKzPIx4]{Sovereign Glue}.

"}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/liquid-purple.jpg","effects":[]} +{"_id":"MCMSZrhcD40oMJ9v","name":"Boots of Speed","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

\n

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Click the heels together."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-plain.jpg","effects":[]} +{"_id":"MFd96UkSs5g9QO78","name":"Dragon Slayer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":2,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} +{"_id":"MLNzQUsVUi0PEV3i","name":"Efficient Quiver","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds.

\n

The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

\n

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

","chat":"","unidentified":""},"source":"DMG pg. 189","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"capacity":{"type":"items","value":84,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"powerdc":10},"damage":{"parts":[]}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]} +{"_id":"MOeFq5MLAQzVQC7z","name":"Staff of the Python","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a cleric, druid, or warlock)

\n

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a @Compendium[sw5e.monsters.NpvwE1feOHyEqAbP]{Giant Constrictor Snake} under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

\n

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

\n

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":2000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} +{"_id":"MSO3JxK8578xSh6x","name":"Chain Shirt +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":1550,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"Minr6xegwoHFvAjG","name":"Figurine of Wondrous Power Golden Lions","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a @Compendium[sw5e.monsters.hjhERRzafCiFFVLA]{Lion} for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":1200,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":2,"max":2,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-paw.jpg","effects":[]} +{"_id":"Mj8fTo5VZKJJ7uMv","name":"Sling Bullet of Slaying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A Bullet of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Bullets of Dragon Slaying and Bullets of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with a Bullet of Slaying takes damage from the bullet, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 bludgeoning damage on a failed save, or half as much extra damage on a successful one.

\n

Once a Bullet of Slaying deals its extra damage to a creature, it becomes a nonmagical bullet.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.075,"price":600,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} +{"_id":"MnX9soPEMNsCtpv7","name":"Hand Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"Mt2WB1W9nDWO4d16","name":"Glaive +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"N8XNP3vjVZmM2r9S","name":"Blowgun +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} +{"_id":"NG8BlE2nwYJxCjWO","name":"Animated Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 151","quantity":1,"weight":6,"price":6000,"attunement":0,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Command Word"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"shield","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":5300001,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-sword.jpg","effects":[]} +{"_id":"NGVEouqK0I6J6jV5","name":"Ioun Stone of Absorption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Absorption. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a power of 4th level or lower cast by a creature you can see and targeting only you.

\n

Once the stone has canceled 20 levels of powers, it burns out and turns dull gray, losing its magic. If you are targeted by a power whose level is higher than the number of power levels the stone has left, the stone can't cancel it.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":2400,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":20,"max":20,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-purple.jpg","effects":[]} +{"_id":"NM1dPyKwHw2DyUWA","name":"Ring Mail +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":1530,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":false},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"NRj0lC3SM03s1YB3","name":"Belt of Cloud Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":18000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-gems.jpg","effects":[]} +{"_id":"NYIib9KEYDUFe9GY","name":"Sling Bullet +1","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":25,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} +{"_id":"Nd4r4hocpfu6fYDP","name":"Prayer Wheel","permission":{"default":0},"type":"loot","data":{"description":{"value":"

An aid for the faithful, this cylinder can be turned on a spindle made of metal, wood, bone, stone, leather, or coarse cotton as the user follows mantra or cantation carved or inlaid upon it.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/drum.jpg","effects":[]} +{"_id":"NgwrqNa6kkgoPW2Q","name":"Shield +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +1. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":3,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-shield.jpg","effects":[]} +{"_id":"NjTgPn2o0M1TGk93","name":"Feather Token Tree","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-green-stripe.jpg","effects":[]} +{"_id":"NmZMx2u6bHpRyGUa","name":"Frost Brand Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":3,"price":2200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"],["1d6","cold"]],"versatile":"1d10 + @mod + 1d6"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} +{"_id":"NrHboku9vJO5FGiY","name":"Morningstar +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"NtdDkjmpdIMiX7I2","name":"Dulcimer","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A dulcimer to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":10,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} +{"_id":"O4YbkJkLlnsgUszZ","name":"Power Scroll 9th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 19
Attack bonus: +11.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":5120,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":11,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-secret.jpg","effects":[]} +{"_id":"OG4nBBydvmfWYXIk","name":"Spear","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} +{"_id":"OPbdSlrhkUDNpgcS","name":"Wand of the War Mage +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

While holding this wand, you gain a bonus to power attack rolls of +1. In addition, you ignore half cover when making a power attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":1200,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":false,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"folder":"oENpm3Crialw50Y1","sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} +{"_id":"ORKf6RRcalrdD6Qp","name":"Belt of Frost Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

\n

The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":8000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-cloth.jpg","effects":[]} +{"_id":"OUGMoQYeJzxEcRvm","name":"Nine Lives Stealer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":8000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} +{"_id":"OcjcplcUWH07Kn9k","name":"Brazier of Commanding Fire Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While a fire burns in this brazier, you can use an action to speak the brazier's command word and summon a @Compendium[sw5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental}, as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power. The brazier can't be used this way again until the next dawn.

\n

The brazier weighs 5 pounds.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":5,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_01.jpg","effects":[]} +{"_id":"OjkIqlW2UpgFcjZa","name":"Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":65,"price":1500,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"OojyyGfh91iViuMF","name":"Rod","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An intricately carved or shaped rod of bone, stone, metal, or more exotic materials. Such rods are used by powercasters to focus their attention and arcane energy.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/rod.jpg","effects":[]} +{"_id":"Or3kVfJ0Fbr33ARS","name":"Greatclub +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} +{"_id":"OwqRt1pVLhdMQa0d","name":"Dwarven Plate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this plate armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":65,"price":9000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":20,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"P8f9o36qxagW2uRW","name":"Maul +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} +{"_id":"PAXfmZ2ErDlCVy0N","name":"Talisman of Ultimate Evil","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a creature of evil alignment)

\n

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

\n

If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to power attack rolls while you wear or hold it.

\n

The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":61440,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":"8d6"},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/blood_10.jpg","effects":[]} +{"_id":"PAa2EG5kzmqxcp46","name":"Greataxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} +{"_id":"PGL6aaM0wE5h0VN5","name":"Totem","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A totem incorporating feathers, fur, bones, and teeth from an animal sacred to the user. Those who heed nature's call are able to harness this to call forth the incredible power of nature.

\n

Powercasting Focus. A druidic focus is a special item designed to channel the power of powers from the druid's power list. A druid can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/necklace-teeth.jpg","effects":[]} +{"_id":"PKpftwMAn88gfLi7","name":"Morningstar +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"PRhtLbRLb9LjHZG7","name":"Gloves of Swimming and Climbing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":2000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]} +{"_id":"PUMfwyVUbtyxgYbD","name":"Leatherworker's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in leatherworking.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/gloves.jpg","effects":[]} +{"_id":"PV0sn2Nlr8CNn4W9","name":"Magnifying Glass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":100,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/mechanical-part.jpg","effects":[]} +{"_id":"PanSr5EbqlfpSvwK","name":"Two-Person Tent","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A simple and portable canvas shelter, a tent sleeps two.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":20,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-green.jpg","effects":[]} +{"_id":"Q4Iy6hqREsbk9yG7","name":"Ioun Stone of Agility","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Agility. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-red.jpg","effects":[]} +{"_id":"Q4jmng3i9Lb2nL5F","name":"Manual of Quickness of Action","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-blue.jpg","effects":[]} +{"_id":"Q7E6MgPzVkwBeZ6l","name":"Ring of Psychic Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a jade stone that gleams when it catches the light.

\n

You have resistance to psychic damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-gold.jpg","effects":[]} +{"_id":"QB4CFMTLR6JlD7Kq","name":"Greatsword of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":6,"price":1700,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_03.jpg","effects":[]} +{"_id":"QKTyxoO0YDnAsbYe","name":"Whip","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A tensile lash made of leather, cord, or chain which can lash out at nearby enemies, dealing lacerations and harrying them from a distance.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} +{"_id":"QM3gdsL0eaAus7XT","name":"Vicious Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} +{"_id":"QRCsxkCwWNwswL9o","name":"Greatclub","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":10,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} +{"_id":"QXmaarJ4X8P0C1HV","name":"Hempen Rope (50 ft.)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]} +{"_id":"QYJyQCnIQeLiMrmJ","name":"Brass Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a Berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":8400,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4 +3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} +{"_id":"Qfi5Rsuun3reqYmf","name":"Handaxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} +{"_id":"QtmVEreNIWEVOoLR","name":"Ring of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to AC and saving throws while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":3500,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} +{"_id":"R9JZpW04ac4dpz9y","name":"Unarmed Strike (Monk)","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes

\n

• You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain monk levels, as shown in the Martial Arts column in the table below.

\n

• When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Monk LevelMartial Arts
1st - 4th1d4
5th - 10th1d6
11th - 16th1d8
17th - 20th1d10
\n

**Foundry note: Note the damage die is set to the base default of 1d4. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 77-78","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/ice_10.jpg","effects":[]} +{"_id":"RDPFmUR9exTEXFc8","name":"Boots of the Winterlands","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

\n
    \n
  • You have resistance to cold damage.
  • \n
  • You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":10000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots.png","effects":[]} +{"_id":"REBWkTKe6lJaIkpn","name":"Soap","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Used to clean and wash.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/soap.jpg","effects":[]} +{"_id":"RMi9efrW9ouHVLI2","name":"Book","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of powers is a powerbook.

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A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of powers is a @Compendium[sw5e.items.LBajgahniRJbAgDr]{Powerbook}.

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Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} +{"_id":"RfEZvwcLwe6Ih0LQ","name":"Greatsword +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

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A spike of 10 inches long made of iron. Can be improvised to block doors. Usually sold in bundles of 10.

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A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

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This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

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A shining steel tip to puncture the hardiest of foe's defences, driven in by the force of a galloping steed. Although best suited for mounted combat, the lance can be brought to lethal effect on foot in the right hands.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} +{"_id":"S7AhpCPDBGUBbg7b","name":"Rapier +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

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(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

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This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

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This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

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This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":1545,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} +{"_id":"SXjs8JghAPBv7d6j","name":"Dragon Slayer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":3,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} +{"_id":"ScxK8YNU5dWELhlQ","name":"Ring of Force Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a sapphire stone that sparkles when it catches the light.

\n

You have resistance to force damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} +{"_id":"Sj4zEvuGcSV6anKm","name":"Heavy Crossbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} +{"_id":"SpbjbMMoJiva2zOa","name":"Shortsword of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":2,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} +{"_id":"SqTtbBCfiEsmZ36N","name":"Bead of Force","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.

\n

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

\n

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.06,"price":960,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d4","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket"},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_33.jpg","effects":[]} +{"_id":"SsAmWV6YBqeOFihT","name":"Traveler's Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A set of clothes worn by travellers.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/tunic.jpg","effects":[]} +{"_id":"SuQmsJfxyJl2hPcM","name":"Whetstone","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Whetstone is a sharpening stone. It is used to sharpen the edges of steel tools and implements through grinding and honing.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/whetstone.jpg","effects":[]} +{"_id":"Sx5E6utixHdAbGNb","name":"Acid (vial)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"improvised weapon","critical":null,"damage":{"parts":[["2d6+@mod","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-green.jpg","effects":[]} +{"_id":"SypSoinJkES0o5FB","name":"Glamoured Studded Leather","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":13,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} +{"_id":"SztwZhbhZeCqyAes","name":"Alchemist's supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in alchemy.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"powerdc":10},"damage":{"parts":[]}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herbalism-kit.jpg","effects":[]} +{"_id":"TIV3B1vbrVHIhQAm","name":"Studded Leather Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":13,"price":45,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} +{"_id":"TMqS62qjBCveT1Ss","name":"Vicious Trident","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A multi-pronged spear designed to impale a target in multiple locations, pinning them in place. Often used in combination with a net to entrap and harass foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} +{"_id":"TWFS1BtruQeE10BY","name":"Stone of Controlling Earth Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

If the stone is touching the ground, you can use an action to speak the stone's command word and summon an @Compendium[sw5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental}, as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power. The stone can't be used this way again until the next dawn.

\n

The stone weighs 5 pounds.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":5,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/runestone-carved.jpg","effects":[]} +{"_id":"TZggpdbOYqOCG7mY","name":"Alchemy Jug","permission":{"default":0},"type":"consumable","data":{"description":{"value":"
Wondrous item
\n
\n
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\n
\n
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\n
\n
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LiquidMax Amount
Acid8 ounces
Basic poison1/2 ounce
Beer4 gallons
Honey1 gallon
Mayonnaise2 gallons
Oil1 quart
Vinegar2 gallons
Water, fresh8 gallons
Water, salt12 gallons
Wine1 gallon
\n
","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":12,"price":6000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/jug.jpg","effects":[]} +{"_id":"TevMHicE3A70AlmP","name":"Potion of Frost Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1200,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-blue.jpg","effects":[]} +{"_id":"TjWk2mpNXjDdfIDM","name":"Carpet of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

\n

Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100SizeCapacityFlying Speed
01-203 ft. x 5 ft.200 lb.80 feet
21-554 ft. x 6 ft.400 lb.60 feet
56-805 ft. x 7 ft.600 lb.40 feet
81-1006 ft. x 9 ft.800 lb.30 feet
\n

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":10,"price":12000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-pink.jpg","effects":[]} +{"_id":"Tobce1hexTnDk4sV","name":"Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"25","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"TqyvIglHDj5kfohR","name":"Piton","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.25,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/stake.jpg","effects":[]} +{"_id":"TwYeck6buBZ602mg","name":"Crystal Ball of Mind Reading","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The Crystal Ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}power (save DC 17) with it.

\n

You can use an action to cast the @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} power (save DC 17) while you are Scrying with the Crystal Ball, targeting creatures you can see within 30 feet of the power's sensor. You don't need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if Scrying ends.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/element-air.jpg","effects":[]} +{"_id":"U4PI6l96QJUk6TGb","name":"Eyes of the Eagle","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":2500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_11.jpg","effects":[]} +{"_id":"U74TPNQLJZbHJyCk","name":"Robe of Eyes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

\n
    \n
  • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
  • \n
  • You have darkvision out to a range of 120 feet.
  • \n
  • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
  • \n
\n

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

\n

A @Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light} power cast on the robe or a @Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight} power cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":1,"price":30000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"flat"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_09.jpg","effects":[]} +{"_id":"UAXu4MNvAvaKz9JO","name":"Battleaxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} +{"_id":"ULL5nkyN3WzazI4l","name":"Holy Avenger Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":165000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod + 3","slashing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"URun3vYrXKJJdAJe","name":"Staff of Striking","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

\n

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

\n

Foundry note: the Other Formula button has been configured to roll 1d6. Use to calculate any additional force damage and the staff's recharge rate at dawn (+4) as required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":21000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":"1d8 + @mod +3"},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} +{"_id":"UT8zCwmdXVQlBiyl","name":"Leather Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":6010,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"UctSPehpKb4lJQGr","name":"Vicious Club","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} +{"_id":"UgnUJhu0tW1tLt7g","name":"Feather Token Swan Boat","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-white.jpg","effects":[]} +{"_id":"UkWdyJYQTfVX2cJW","name":"Bullseye Lantern","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":2,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":120,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lantern.jpg","effects":[]} +{"_id":"UpHAWqwifZpiZzns","name":"Adamantine Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":40,"price":530,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"UrH3sMdnUDckIHJ6","name":"Flail","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"Uv0ilmzbWvqmlCVH","name":"Waterskin","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/waterskin.jpg","effects":[]} +{"_id":"UxkP6FvDzPbsIY6o","name":"Manual of Golems","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a powercaster with at least two 5th-level power slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 psychic damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20GolemTimeCost
1-5@Compendium[sw5e.monsters.YOqhbf8WsX0jH9Fu]{Clay Golem}30 days65,000 gp
6-17@Compendium[sw5e.monsters.Hm4o2FgPZsdbXjLq]{Flesh Golem}60 days50,000 gp
18@Compendium[sw5e.monsters.h98AuPfomEPcCibP]{Iron Golem}120 days100,000 gp
19-20@Compendium[sw5e.monsters.z3gSIXHHWYaHjfBT]{Stone Golem}90 days80,000 gp
\n

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

\n

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":35000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"special","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-blue.jpg","effects":[]} +{"_id":"V13fjV5oSmvbRdgP","name":"Mess Kit","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/fork.jpg","effects":[]} +{"_id":"V5UAjT3ed6sDNtgm","name":"Crowbar","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":false,"autoDestroy":false},"damage":{"parts":[],"versatile":""},"save":{"ability":"","dc":null,"scaling":"power"},"consume":{"type":"","target":null,"amount":null},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false}},"folder":"","sort":100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]} +{"_id":"VGtyTdVLoWls8FL5","name":"Scimitar +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} +{"_id":"VHYy3ZsJNPUo1SIx","name":"Scimitar +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} +{"_id":"VQ6NWjWV37wiB29O","name":"Wand of Secrets","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d3","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} +{"_id":"VQAUcjn1qdwW3MeU","name":"Vicious Light Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":5,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"VRT5GEusTFstOZdF","name":"Hide Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":6010,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":12,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} +{"_id":"VTc5McIjCm40KPIz","name":"Plate Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":7500,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":20,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"Vm6SuX6TkDvSIVGr","name":"Vicious Morningstar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"VmcgAIsRCyrjBguC","name":"Restorative Ointment","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

\n

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

\n

Foundry note: the 5 charges reflect the maximum number of doses possible. Similarly, the guide price of 600 gp is calculated at 120 gp per dose. Adjust both as required.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":0.5,"price":600,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"The ointment needs to be swallowed or applied to the skin."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":5,"max":5,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 +2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/liquid-orange.jpg","effects":[]} +{"_id":"VwJjuNbBf2KHMPrY","name":"Cloak of Arachnida","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

\n
    \n
  • You have resistance to poison damage.
  • \n
  • You have a climbing speed equal to your walking speed.
  • \n
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • \n
  • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • \n
  • You can use an action to cast the @Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web} power (save DC 13). The web created by the power fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":3,"price":5000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"W1kDsFekjroIywuz","name":"Studded Leather Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":6045,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/armor/studded.png","effects":[]} +{"_id":"WCafDVKITxwnlf2x","name":"Spyglass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Objects viewed through a spyglass are magnified to twice their size.

\n

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1000,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_11.jpg","effects":[]} +{"_id":"WFQS2vT8ddrFjTJg","name":"Parchment","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/parchment.jpg","effects":[]} +{"_id":"WLVQJVpCWiPkCAtZ","name":"Staff of Healing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, or druid)

\n

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following powers from it, using your power save DC and powercasting ability modifier: @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} (1 charge per power level, up to 4th), @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} (2 charges), or @Compendium[sw5e.powers.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds} (5 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 202","quantity":1,"weight":4,"price":13000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} +{"_id":"WNdN2mBF3O7ZNcMp","name":"Spear +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} +{"_id":"WO8DLfz3G2QZ5njs","name":"Ring of Acid Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a pearl that shimmers when it catches the light.

\n

You have resistance to acid damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} +{"_id":"WPWszFTGzmdIuDRJ","name":"Flask of Holy Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level power slot.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Target must be a fiend or undead."},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion"},"sort":1300001,"flags":{},"img":"systems/sw5e/icons/items/potions/minor-empty.jpg","effects":[]} +{"_id":"WWb4vAmh18sMAxfY","name":"Flame Tongue Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":6,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":7100001,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} +{"_id":"WfqBg3yBNoJQtVEB","name":"Shield +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +3. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":24000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":5,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-skull.jpg","effects":[]} +{"_id":"Wk7EOYoY3b2tgGoS","name":"Deck of Illusions","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

\n

An illusion of one or more creatures forms over the thrown card and remains until dipowered. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

\n

The illusion lasts until its card is moved or the illusion is dipowered. When the illusion ends, the image on its card disappears, and that card can't be used again.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Playing CardIllusion
Ace of hearts@Compendium[sw5e.monsters.ZyIBOoZZD0nDaO2s]{Adult Red Dragon}
King of hearts@Compendium[sw5e.monsters.D5UqYD1EnTrJaMTO]{Knight} and four @Compendium[sw5e.monsters.E9CvDPDg5dFEpVjS]{Guard}s
Queen of heartsSuccubus or Incubus
Jack of hearts@Compendium[sw5e.monsters.K15Yl8JmB5iPircc]{Druid}
Ten of hearts@Compendium[sw5e.monsters.Aw2wmqGIatxe2ImI]{Cloud Giant}
Nine of hearts@Compendium[sw5e.monsters.KLCkHep28HBfdsky]{Ettin}
Eight of hearts@Compendium[sw5e.monsters.QtJairF0h18BRhEM]{Bugbear}
Two of hearts@Compendium[sw5e.monsters.TjWQOgI3A4UAl7lC]{Goblin}
Ace of diamondsBeholder
King of diamonds@Compendium[sw5e.monsters.B7lBOr1AahNZs4a6]{Archmage} and Mage Apprentice
Queen of diamonds@Compendium[sw5e.monsters.xvh2UOKv1bh03Gih]{Night Hag}
Jack of Diamonds@Compendium[sw5e.monsters.EMvcuOpu7ABCmBWi]{Assassin}
Ten of diamonds@Compendium[sw5e.monsters.45Z5kogZEhawX1Ey]{Fire Giant}
Nine of diamondsOgre Mage
Eight of diamonds@Compendium[sw5e.monsters.R2GPY9BhRmmwZwkh]{Gnoll}
Two of diamonds@Compendium[sw5e.monsters.5ngbctIMeEnuC1p1]{Kobold}
Ace of spades@Compendium[sw5e.monsters.bfh29vIEoGzI240e]{Lich}
King of spades@Compendium[sw5e.monsters.PVD5wRdyO7iCJPs1]{Priest} and two @Compendium[sw5e.monsters.CHEUjiYrVM9X0vIT]{Acolyte}s
Jack of spades@Compendium[sw5e.monsters.J8xjoG4Dxb8WkHtV]{Veteran}
Ten of spades@Compendium[sw5e.monsters.Buxe6dDK5Mw7kxe6]{Frost Giant}
Nine of spades@Compendium[sw5e.monsters.ZHAFrnCwCz17dmLc]{Troll}
Eight of spades@Compendium[sw5e.monsters.pYXovIksKvzswLCu]{Hobgoblin}
Two of spades@Compendium[sw5e.monsters.TjWQOgI3A4UAl7lC]{Goblin}
Ace of clubs@Compendium[sw5e.monsters.h98AuPfomEPcCibP]{Iron Golem}
King of clubs@Compendium[sw5e.monsters.rb7OJt822wIO52qY]{Bandit Captain} and three @Compendium[sw5e.monsters.n4TEv7inVUkyZviN]{Bandit}s
Queen of clubs@Compendium[sw5e.monsters.3o2rQBqpzjIHmrBW]{Erinyes}
Jack of clubs@Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}
Ten of clubs@Compendium[sw5e.monsters.9g4N9sjyh8Ql46to]{Hill Giant}
Nine of clubs@Compendium[sw5e.monsters.eIGowKTkEBC9gUzx]{Ogre}
Eight of clubs@Compendium[sw5e.monsters.LBf4Yyuv0i8pALW7]{Orc}
Two of clubs@Compendium[sw5e.monsters.5ngbctIMeEnuC1p1]{Kobold}
Joker (2)You (the deck's owner)
\n

\n

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":0.1,"price":6120,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":36,"max":36,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":15,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bills.jpg","effects":[]} +{"_id":"WlPzuxaVnYzxzDEC","name":"Whip +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} +{"_id":"WnKWD1FuAFUE7f4v","name":"Tome of Understanding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":100000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-grey.jpg","effects":[]} +{"_id":"Wo2Dkh191C4VmLmg","name":"Ring Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6030,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"Wv7HzD6dv1P0q78N","name":"Basket","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A basket holds 2 cubic feet or 40 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":0.4,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":40,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600001,"flags":{},"img":"systems/sw5e/icons/items/inventory/cage.jpg","effects":[]} +{"_id":"WwdpHLXGX5r8uZu5","name":"Leather Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"X5knPtrQAT8GePJ4","name":"Miner's Pick","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is a hand tool with a hard head atached perpendiocular to the handle.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":10,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]} +{"_id":"X6PHssSGnwiJRgcx","name":"Luck Blade Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} +{"_id":"XEH5YErAN1WSytln","name":"Figurine of Wondrous Power Serpentine Owl","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Serpentine Owl. This serpentine statuette of an owl can become a @Compendium[sw5e.monsters.TWe8OKEc59XXINGh]{Giant Owl} for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-green.jpg","effects":[]} +{"_id":"XGAWqtmhK6SYBL6A","name":"Goggles of Night","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

","chat":"","unidentified":""},"source":"DMG pg 172","quantity":1,"weight":0.3,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} +{"_id":"XIpJkxbySJxm6hoU","name":"Light Hammer +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} +{"_id":"XJ8CG4UvLELCmOi2","name":"Ring of Lightning Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a citrine stone that glints when it catches the light.

\n

You have resistance to lightning damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} +{"_id":"XJFqU9COdk4ycFa2","name":"Hide Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":6010,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} +{"_id":"XKnDE8DTrJxIkVCF","name":"Padded Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":24005,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"XVK6TOL4sGItssAE","name":"Light Hammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This sturdy hammer is small enough to be nimbly wielded or used in combination with another weapon.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} +{"_id":"XXLznzi3rlanMhTM","name":"Crossbow Bolt +3","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":400,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["3","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} +{"_id":"XZWHQ20ynJBK6xmU","name":"Ring of Air Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Air.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[sw5e.monsters.banHjKDMCegbUwYE]{Air Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Powers cast from the ring have a save DC of 17.

\n

Ring of Air Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster} on an Air Elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.

\n

If you help slay an Air Elemental while attuned to the ring, you gain access to the following additional properties:

\n
    \n
  • You have resistance to lightning damage.
  • \n
  • You have a flying speed equal to your walking speed and can hover.
  • \n
  • You can cast the following powers from the ring, expending the necessary number of charges: @Compendium[sw5e.powers.QbTxN5dWIbYZ4jLU]{Chain Lightning} (3 charges), @Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind} (2 charges), or @Compendium[sw5e.powers.ew6GA8dJy2spQmFW]{Wind Wall} (1 charge).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":35000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} +{"_id":"Xbq8CyXSRV358SfP","name":"Oil of Etherealness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate.

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the @Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness} power for 1 hour.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":0.1,"price":1920,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Medium or smaller creature. Takes 10 minutes to apply."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-1.jpg","effects":[]} +{"_id":"XdDp6CKh9qEvPTuS","name":"Power Scroll 2nd Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":120,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-druid.jpg","effects":[]} +{"_id":"XmnlF5fgIO3tg6TG","name":"Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"Y08Al2dMN8he1hFK","name":"Light Hammer +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} +{"_id":"Y9S75go1hLMXUD48","name":"Brewer's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in brewing.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":9,"price":20,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herb.jpg","effects":[]} +{"_id":"YFarUKR3OrM5raf5","name":"Half Plate Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6750,"attunement":0,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"YG9QW0flem4SLL6A","name":"Bag of Devouring","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

\n

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.

\n

Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first).

\n

Any creature that starts its turn inside the bag is devoured, its body destroyed.

\n

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

\n

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

","chat":"","unidentified":""},"source":"DMG pg. 153","quantity":1,"weight":15,"price":2000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"capacity":{"type":"weight","value":999999999,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"details":{"description":"

Wondrous item

\n

This bag superficially resembles a @Compendium[sw5e.items.aDHRuUs29SrumWfq]{Bag of Holding} but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

\n

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.

\n

Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first).

\n

Any creature that starts its turn inside the bag is devoured, its body destroyed.

\n

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

\n

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

"}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch-belt.jpg","effects":[]} +{"_id":"YHCmjsiXxZ9UdUhU","name":"Navigator’s Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} +{"_id":"YM6bZNmpync83VFa","name":"Giant Slayer Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":4,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/axe-crescent.jpg","effects":[]} +{"_id":"YS9CRHg2yQlOVi3j","name":"Mithral Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":55,"price":875,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"YeLz5OxRNxmvHJId","name":"Ioun Stone of Intellect","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Intellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-red.jpg","effects":[]} +{"_id":"YevPP0DZXgAcLmzv","name":"Rapier +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"YfBwELTgPFHmQdHh","name":"Jeweler's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in jewelry.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-blue.jpg","effects":[]} +{"_id":"YjImJ3cVnArHH4ES","name":"Winged Boots","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

\n

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

","chat":"","unidentified":""},"source":"DMG pg. 214","quantity":1,"weight":1,"price":8000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":4,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-plain.jpg","effects":[]} +{"_id":"YrkkHa6KN8a9o35k","name":"Defender Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":2,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} +{"_id":"YwS4pESpfsiq0JZv","name":"Armor of Vulnerability","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

\n

Curse. This armor is cursed, a fact that is revealed only when an identify power is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse power or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":1000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":5900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"YwlHI3BVJapz4a3E","name":"Gaming Set of Playing Cards","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of playing card types, both unmarked and marked.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bills.jpg","effects":[]} +{"_id":"Z0eO3TTpYA2hjwdd","name":"Vicious Shortbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This two handed bow is somewhat smaller than the traditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} +{"_id":"Z7xno2zMzRtqqUIQ","name":"Vicious Quarterstaff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} +{"_id":"Z9FBwEoMi6daDGRj","name":"Flame Tongue Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} +{"_id":"ZKyhkS8ud2NpV7ng","name":"Scimitar of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1700,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_03.jpg","effects":[]} +{"_id":"ZLpj1bpnWlAFUEHE","name":"Giant Slayer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":3,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-death.jpg","effects":[]} +{"_id":"ZYEqOSY9BLZs2GPx","name":"Bracers of Archery","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/bracers-leather.jpg","effects":[]} +{"_id":"ZcvU9rRb573NOywv","name":"Longbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} +{"_id":"ZdcEtbtU3VkuxIFE","name":"Brooch of Shielding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} power.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":7500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-blue.jpg","effects":[]} +{"_id":"Zf7kBZa5f4WBepn1","name":"Ring of Earth Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Earth.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[sw5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Powers cast from the ring have a save DC of 17.

\n

Ring of Earth Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster} on an Earth Elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

\n

If you help slay an Earth Elemental while attuned to the ring, you gain access to the following additional properties:

\n
    \n
  • You have resistance to acid damage.
  • \n
  • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
  • \n
  • You can cast the following powers from the ring, expending the necessary number of charges: @Compendium[sw5e.powers.QvGcdRUSNRKEQJlK]{Stone Shape} (2 charges), @Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin} (3 charges), or @Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone} (3 charges).
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":31000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} +{"_id":"ZgXJE9pjvZLMCeHg","name":"Slippers of Spider Climbing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0.5,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":"Surface cannot be slippery."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/webs.jpg","effects":[]} +{"_id":"ZjUOHSyND2VFXQeP","name":"Crossbow Bolt +1","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":25,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} +{"_id":"ZoUVmRA3HfAK2eZy","name":"Candle of Invocation","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the Detect Evil and Good power. The GM chooses the god and associated alignment or determines the alignment randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Alignment
1-2Chaotic evil
3-4Chaotic neutral
5-7Chaotic good
8-9Neutral evil
10-11Neutral
12-13Neutral good
14-15Lawful evil
16-17Lawful neutral
18-20Lawful good
\n

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

\n

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st- level powers he or she has prepared without expending power slots, though the power's effect is as if cast with a 1st-level slot.

\n

Alternatively, when you light the candle for the first time, you can cast the @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate}power with it. Doing so destroys the candle.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":0,"price":12000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":4,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":6900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/candle-stub.jpg","effects":[]} +{"_id":"ZwFCZDgQljlidzns","name":"Leather Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":24010,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"a26LjC4QxP1oorXC","name":"Headband of Intellect","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":0.01,"price":8000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-silver.jpg","effects":[]} +{"_id":"aA7MbjnpHYoYvmuW","name":"Ring of Swimming","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You have a swimming speed of 40 feet while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-gold.jpg","effects":[]} +{"_id":"aDEAwKwttl35dWaB","name":"Scale Mail +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":1550,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"aDHRuUs29SrumWfq","name":"Bag of Holding","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

\n

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again.

\n

Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

\n

Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 153","quantity":1,"weight":15,"price":4000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"capacity":{"type":"weight","value":500,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch-belt.jpg","effects":[]} +{"_id":"aEiM49V8vWpWw7rU","name":"Net","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

These thickly woven fibers are reinforced for use in combat to entrap and entangle even the most dangerous foes, rendering them vulnerable for assault with other weaponry.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/net.jpg","effects":[]} +{"_id":"aMnWi1WXWpxRHq4r","name":"Potion of Climbing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

\n

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":180,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-8.jpg","effects":[]} +{"_id":"aOrinPg7yuDZEuWr","name":"Power Scroll 8th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 18
Attack bonus: +10.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":5120,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-magic.jpg","effects":[]} +{"_id":"aXsfZvDCdpuv3Yvb","name":"Arrow of Slaying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.05,"price":600,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"consumableType":"ammo"},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} +{"_id":"aa9KuBy4dst7WIW9","name":"Horn","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A horn, of any variety, to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":3,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} +{"_id":"akjpaK4TYkUZbGrN","name":"Chain Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":55,"price":6075,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"amRx3jOYlPeXEiAN","name":"Light Crossbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"ap9prThUB2y9lDyj","name":"Weaver's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in weaving.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-pink.jpg","effects":[]} +{"_id":"asUgQFrF1xYeNhtW","name":"Sickle +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} +{"_id":"azxwKFHrNmG3HpVy","name":"Plate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":65,"price":7500,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":4800001,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"b2l2ubCGSnmiTrm8","name":"Shortsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"b46t42bMruQf9v3O","name":"Mace of Terror","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute.

\n

While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

\n

The mace regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":4,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"bAyr7j5Peq9wIJTa","name":"Potion of Clairvoyance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

\n

When you drink this potion, you gain the effect of the @Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance} power.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":960,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-2.jpg","effects":[]} +{"_id":"bEZOY6uvHRweMM56","name":"Potion of Fire Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1500,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} +{"_id":"bHbbIhbTzu4lYMRz","name":"Holy Avenger Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":165000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod + 3","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"bPFVfq81EsMNu6OQ","name":"Wand of Lightning Bolts","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt} power (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the power. You can increase the power slot level by one for each additional charge you expend.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":32000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":"1d6"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} +{"_id":"bWI5i4RbyGKT6Eiq","name":"Dagger +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]} +{"_id":"baoe3U5BfMMMxhCU","name":"Viol","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A viol to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":30,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} +{"_id":"bcv7J9culilK68zp","name":"Longsword +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","slashing"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} +{"_id":"bod1dKzbAkAm21Ho","name":"Staff of Swarming Insects","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

\n

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

\n

Powers. While holding the staff, you can use an action to expend some of its charges to cast one of the following powers from it, using your power save DC: @Compendium[sw5e.powers.czXrVRx6XYRWsHAi]{Giant Insect} (4 charges) or @Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague} (5 charges).

\n

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":16000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"con","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} +{"_id":"bq9YKwEHLQ7p7ric","name":"Belt of Fire Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":12000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-buckle.jpg","effects":[]} +{"_id":"bqZ6NTLDCUB98YjV","name":"Potion of Gaseous Form","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s container seems to hold fog that moves and pours like water.

\n

When you drink this potion, you gain the effect of the @Compendium[sw5e.powers.2IWiZAJtOGDoKjiz]{Gaseous Form} power for 1 hour (no concentration required) or until you end the effect as a bonus action.

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-7.jpg","effects":[]} +{"_id":"c0luemOP0iW8L23R","name":"Potion of Psychic Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Psychic type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-violet.jpg","effects":[]} +{"_id":"cG3m4YlHfbQlLEOx","name":"Forgery Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":15,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/note-letter.jpg","effects":[]} +{"_id":"cGUPm15mLfhGDz2b","name":"Dust of Disappearance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use.

\n

When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect.

\n

If a creature affected by the dust attacks or casts a power, the invisibility ends for that creature.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":0,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/water_01.jpg","effects":[]} +{"_id":"cI0UhWUux8gIzSHn","name":"Chain Shirt +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":24050,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"cKpJmsJmU8YaiuqG","name":"Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":60,"price":200,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":850000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} +{"_id":"cQ94oKUZN8FDAI8U","name":"Battleaxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","slashing"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} +{"_id":"caEn3ixCUFBnHTx6","name":"Staff of the Woodlands","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to power attack rolls.

\n

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

\n

Powers. You can use an action to expend 1 or more of the staff's charges to cast one of the following powers from it, using your power save DC: @Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship} (1 charge), @Compendium[sw5e.powers.MCEpGpvovcXagwQS]{Awaken} (5 charges), @Compendium[sw5e.powers.JPwIEfgUPVebr5AH]{Barkskin} (2 charges), @Compendium[sw5e.powers.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants} (2 charges), speak with animals (1 charge), @Compendium[sw5e.powers.2VXGS206tuChoeXy]{Speak with Plants} (3 charges), or @Compendium[sw5e.powers.AQsBc94ES7W7s7iG]{Wall of Thorns} (6 charges).

\n

You can also use an action to cast the @Compendium[sw5e.powers.pRMvmknwLf2tdMTj]{Pass without Trace} power from the staff without using any charges.

\n

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":44000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","bludgeoning"]],"versatile":"1d8 +@mod +2"},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-vine.jpg","effects":[]} +{"_id":"ccm5xlWhx74d6lsK","name":"Painter's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in painting.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} +{"_id":"cmnBssaWWzWWm70C","name":"Handaxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} +{"_id":"ctKfjHjk9gs9UtZI","name":"Potion of Speed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion’s yellow fluid is streaked with black and swirls on its own.

\n

When you drink this potion, you gain the effect of the @Compendium[sw5e.powers.Szvk5FEVQW3uhJi5]{Haste} power for 1 minute (no concentration required).

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":400,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-6.jpg","effects":[]} +{"_id":"d58CvI0Fiav9Jjt1","name":"Defender Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":2,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} +{"_id":"d5HNCmLIPCpPoX2w","name":"Rod of Lordly Might","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

\n

Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

\n

If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head.

\n

If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

\n

If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

\n

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

\n

If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

\n

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

\n

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.

\n

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.

\n

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":28000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Button presses are a bonus action."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/red_05.jpg","effects":[]} +{"_id":"dG7iFak1YH1nXRpC","name":"Vicious Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} +{"_id":"dGnkwePemh7ovuDv","name":"Ring of Mind Shielding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

\n

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

\n

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":16000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orb.jpg","effects":[]} +{"_id":"dJjdWdaZU30r1zx4","name":"Plate Armor of Etherealness","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. This particular armor has been inscribed with certain magical runes or other means to imbue power upon it.

\n

While you're wearing this armor, you can speak its command word as an action to gain the effect of the @Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness} power, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":65,"price":48000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"dOZkW5MwvsMhnd08","name":"Half Plate Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":2250,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"dP7jMKyHTTgVb3ii","name":"Ink Bottle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]} +{"_id":"dQxqcjDm0IxYusCV","name":"Hat of Disguise","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this hat, you can use an action to cast the @Compendium[sw5e.powers.A3q2gTNqG6fvNGrv]{Disguise Self} power from it at will. The power ends if the hat is removed.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":0.1,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} +{"_id":"dRtb9Tg34NKX9mGF","name":"Leather Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":6010,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"dX8AxCh9o0A9CkT3","name":"Morningstar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":15,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"dXtZxlh2VKLCo1nA","name":"Leather Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":1510,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"dZ9zWfhsIlabadKL","name":"Holy Avenger Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":165000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"ddWvQRLmnnIS0eLF","name":"Light Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"dghpiMWDSUXtQf6X","name":"Morningstar +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"dsjke4vPPsc9gsxH","name":"Elemental Gem of Fire","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This red corundum contains a mote of elemental energy. When you use an action to break the gem, a @Compendium[sw5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental} is summoned as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-red.jpg","effects":[]} +{"_id":"ducaFdrqwLZ0l3c7","name":"Flame Tongue Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":3,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":7100001,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} +{"_id":"dvNzJqb7vq6oJlA2","name":"Berserker Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":4,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} +{"_id":"dwGxrGqkn2ppNaqs","name":"Greatclub +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} +{"_id":"e7JpVX2549vp9mgF","name":"Vicious Spear","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} +{"_id":"e98hfROZjztt7ccO","name":"Feather Token Fan","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red-stripe.jpg","effects":[]} +{"_id":"eHGbr3rqRRxdBPLq","name":"Chain Mail +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":55,"price":24075,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":19,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"eJOrPcAz9EcquyRQ","name":"Flute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]} +{"_id":"eJY20LOs3pOkRDPl","name":"Block of Incense","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Frequently used by the rich and religious alike to scent the air for purposes of pleasure or ritual.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":5000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/coral-white.jpg","effects":[]} +{"_id":"eJtPBiZtr2pp6ynt","name":"Crossbow Bolt Case","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

This wooden case can hold up to twenty crossbow bolts.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1.5,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1000001,"flags":{},"img":"systems/sw5e/icons/items/weapons/arrows.jpg","effects":[]} +{"_id":"eKip69fExSYN661B","name":"Vicious Glaive","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":20,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"eM5gEe4SEOvA2Y9t","name":"Staff of Power","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a sorcerer, warlock, or wizard)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and power attack rolls.

\n

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

\n

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

\n

Powers. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following powers from it, using your power save DC and power attack bonus: @Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold} (5 charges), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (5th-level version, 5 charges), @Compendium[sw5e.powers.WmQpxfjZwF3MGUby]{Globe of Invulnerability} (6 charges), @Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster} (5 charges), @Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate} (2 charges), @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt} (5th-level version, 5 charges), @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} (1 charge), @Compendium[sw5e.powers.ODhLKBxLnvvLOnw1]{Ray of Enfeeblement} (1 charge), or @Compendium[sw5e.powers.o9ZCvuD2B1OTcubb]{Wall of Force} (5 charges).

\n

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

\n

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff
\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 202","quantity":1,"weight":4,"price":95500,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":20,"max":20,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"2d8 +4","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-skull.jpg","effects":[]} +{"_id":"eMR6B4bIoJPUDJG8","name":"Dust of Dryness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

\n

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

\n

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":1200,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_28.jpg","effects":[]} +{"_id":"eO7Fbv5WBk5zvGOc","name":"Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/handaxe.jpg","effects":[]} +{"_id":"eQNXan0zp279jDtk","name":"Immovable Rod","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":5,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_22.jpg","effects":[]} +{"_id":"eQTKbhnpkrtXUfwN","name":"Ladder (10-foot)","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ladder 10-foot long, as sturdy or rickety as the hand that crafted or bodged it together.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":25,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/wood.jpg","effects":[]} +{"_id":"eTNc8XPtvZNe3yQs","name":"Potion of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

\n

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft.

\n

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":500,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-10.jpg","effects":[]} +{"_id":"eVbPkYjpl29RE2uW","name":"Basic Poison","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":100,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"one slashing or piercing weapon, or up to three pieces of ammunition"},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat"},"consumableType":"potion"},"sort":500001,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-7.jpg","effects":[]} +{"_id":"eZGmdOhaTWMicXPW","name":"Component Pouch","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/satchel-leather.jpg","effects":[]} +{"_id":"ea4xclqsksEQB1QF","name":"Abacus","permission":{"default":0},"type":"loot","data":{"description":{"value":"

The abacus, also called a counting frame, is a calculating tool.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":2,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"attributes":{"powerdc":10},"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-loop.jpg","effects":[]} +{"_id":"efluRemOguW2YeZY","name":"Frost Brand Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":2200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} +{"_id":"egJhGFU3v5OfjPNS","name":"Shortbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} +{"_id":"ejEt6hLQxOux04lS","name":"Demon Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this plate armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

\n

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the @Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse} power or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their powers and special abilities.

","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":65,"price":8000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":19,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} +{"_id":"etA2SBgWwduCLgLT","name":"Ring of Shooting Stars","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement outdoors at night)

\n

While wearing this ring in dim light or darkness, you can cast @Compendium[sw5e.powers.CAxSzHWizrafT033]{Dancing Lights} and @Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light} from the ring at will. Casting either power from the ring requires an action.

\n

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

\n

Faerie Fire. You can expend 1 charge as an action to cast @Compendium[sw5e.powers.nqBDWkVOfcGZt4YU]{Faerie Fire} from the ring.

\n

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

\n

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a power), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

\n

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SpheresLightning Damage
42d4
32d6
25d4
14d12
\n

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":14000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} +{"_id":"evSCq83oPhR0ZK4y","name":"Armor of Invulnerability","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":18000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":6900001,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"ewXgnWiYQhS8KArS","name":"Ring of Three Wishes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. The ring becomes nonmagical when you use the last charge.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":50000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orb.jpg","effects":[]} +{"_id":"f0I81P9k29Q1lV4S","name":"Scale Mail Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":45,"price":6050,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":4900001,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"f4w4GxBi0nYXmhX4","name":"Rations","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"food"},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/meat.jpg","effects":[]} +{"_id":"f5chGcpQCi1HYPQw","name":"Potion of Poison Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Poison type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-green.jpg","effects":[]} +{"_id":"fC0lFK8P4RuhpfaU","name":"Cartographer's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in cartography.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":15,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} +{"_id":"fCRftM4QxEDkeu0a","name":"Club +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} +{"_id":"fCUZ7h8YYrs16UhX","name":"Belt of Stone Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

\n

The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":8000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-rock.jpg","effects":[]} +{"_id":"fNMkFCOvMiW2Rh3t","name":"Paper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A single sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/paper.jpg","effects":[]} +{"_id":"fO1PuSOtZWLzEHqu","name":"Scale Mail +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":45,"price":6050,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"fStHPOhuJvwEjzQh","name":"Plate Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":3000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":19,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"fWR9EFEjR0JtFdCC","name":"Luck Blade Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":6,"price":210000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} +{"_id":"fbC0Mg1a73wdFbqO","name":"Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"25","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]} +{"_id":"fbcQsOgWCjhEAGY7","name":"Efreeti Bottle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an @Compendium[sw5e.monsters.LTomFUTBrkRi0Pj5]{Efreeti} appears in an unoccupied space within 30 feet of you.

\n

The first time the bottle is opened, the GM rolls to determine what happens.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
01-10The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00The efreeti can cast the wish power three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":40000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/potions/magic-yellow.jpg","effects":[]} +{"_id":"feKHv3JUWZdSNKf0","name":"Dragon Slayer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":3,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} +{"_id":"fu7DJcrYWfGMeVt9","name":"Blowgun +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":1,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} +{"_id":"fvezXwRJ5PqUf5NN","name":"Ring of Cold Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a tourmaline stone that gleams when it catches the light.

\n

You have resistance to cold damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-ruby.jpg","effects":[]} +{"_id":"g2dWN7PQiMRYWzyk","name":"Quarterstaff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} +{"_id":"g8DG0jXlvfP3uTtZ","name":"Vicious War Pick","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} +{"_id":"g8fQZ1WyTz2bTtvA","name":"Alms Box","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A box with a money slot and detachable base mainly used by priests and the like to collect alms.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":2,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":5100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/piggybank.jpg","effects":[]} +{"_id":"gBQ8xqTA5f8wP5iu","name":"Blowgun Needle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is designed to be fired through a blowgun using the force of the wielders lungs. These needles are frequently tipped with deadly or crippling venoms.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.02,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} +{"_id":"gLkbbUtGhQgYANM8","name":"Arrow +2","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Ammunition used for bows of all varieties. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":100,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_07.jpg","effects":[]} +{"_id":"gP1URGq3kVIIFHJ7","name":"Reliquary","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A tiny box or other container holding a fragment of a precious relic, saint, or other historical figure that dedicated their life to walk the path of a true believer. A deity imbues the bearer of this artifact with the ability to call forth their power and in doing so spread the faith once more.

\n

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chest-red.jpg","effects":[]} +{"_id":"gSwpQacBLOJeLWrK","name":"Vicious Mace","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod",""]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"gTRFQLdVD1gsKtPi","name":"Potion of Growth","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “enlarge” effect of the @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce} power for 1d4 hours (no concentration required).

","chat":"","unidentified":""},"source":"DMG. pg. 187","quantity":1,"weight":0.1,"price":270,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-9.jpg","effects":[]} +{"_id":"gV671PZGnYoVZefN","name":"Javelin +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} +{"_id":"gVo3UbvwjFIiFR0c","name":"Vicious Longbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-long.jpg","effects":[]} +{"_id":"gYDMk3LWikIP5PmA","name":"Shortbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} +{"_id":"giU3yyZXvErjf78D","name":"Dart +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} +{"_id":"gpHgWLsD8k2yzbfR","name":"Cape of the Mountebank","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This cape smells faintly of brimstone. While wearing it, you can use it to cast the @Compendium[sw5e.powers.A4RsPuSvB9wFtz1j]{Dimension Door} power as an action. This property of the cape can't be used again until the next dawn.

\n

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":3,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"gwuffGC4JZ8BbStz","name":"Berserker Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":2,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} +{"_id":"gyJ0imAckcWtCjyv","name":"Club +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} +{"_id":"h0XLhuUQ0vSnW3DU","name":"Vicious Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"h8rS84jKsMHl9J1i","name":"Ioun Stone of Awareness","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Awareness. You can't be surprised while this dark blue rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":12000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gemstone-blue.jpg","effects":[]} +{"_id":"hDF4RSCzMO8iI14x","name":"Ioun Stone of Leadership","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-purple.jpg","effects":[]} +{"_id":"hFAVm9pTJDm0nu3g","name":"Broom of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

\n

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":3,"price":8000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_23.jpg","effects":[]} +{"_id":"hGrxC676XmlnS9y0","name":"Cloak of the Manta Ray","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet.

\n

Pulling the hood up or down requires an action.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"hHX5qXva1ScCpBpL","name":"Net +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":500,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/net.jpg","effects":[]} +{"_id":"hJS8yEVkqgJjwfWa","name":"Potter's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in pottery.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} +{"_id":"hM84pZnpCqKfi8XH","name":"Cobbler's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in cobblery.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-leather.jpg","effects":[]} +{"_id":"hOzuSDqmOIOx8z3Z","name":"Fishing Tackle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/skills/gray_10.jpg","effects":[]} +{"_id":"hSY1b8yi8JWw2blf","name":"Boots of Striding and Springing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/equipment/boots-leather.jpg","effects":[]} +{"_id":"hWqImieUaLo08l9l","name":"Feather Token Bird","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a @Compendium[sw5e.monsters.p980augbCIdpK9ZX]{Roc}, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

\n

Foundry note: the 144 charges represent the 144 miles the bird can travel when being able to travel at maximum speed to enable accurate distance-tracking as required.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":144,"max":144,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-yellow.jpg","effects":[]} +{"_id":"hdUzXzVPonOQzW81","name":"Greataxe +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} +{"_id":"hdlBOEbEjiwUjTW5","name":"Ring of Djinni Summoning","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can speak its command word as an action to summon a particular @Compendium[sw5e.monsters.5P1VGAZQwOilwZQf]{Djinni} from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a power), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.

\n

While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.

\n

After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":45000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} +{"_id":"hf5j1meGsA33HkUj","name":"Mirror of Life Trapping","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.

\n

If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.

\n

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.

\n

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

\n

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

\n

While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.

\n

In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

","chat":"","unidentified":""},"source":"DMG pg. 181","quantity":1,"weight":50,"price":18000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. Target must be able to see its reflection."},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":12,"max":12,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_17.jpg","effects":[]} +{"_id":"hqVKZie7x9w3Kqds","name":"Power Scroll 3rd Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 15
Attack bonus: +7.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":200,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-druid.jpg","effects":[]} +{"_id":"hxfOtvFrY1PXHQN1","name":"Ring of Telekinesis","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can cast the @Compendium[sw5e.powers.HQfd7jJyULIoGxrZ]{Telekinesis} power at will, but you can target only objects that aren't being worn or carried.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":80000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Target object cannot be currently worn or carried."},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-red.jpg","effects":[]} +{"_id":"i2puCDRaTxkuFfB4","name":"Ring of Free Action","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":20000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-gold.jpg","effects":[]} +{"_id":"i3njMqHc689GvHDn","name":"Ring of X-ray Vision","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

\n

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-eye.jpg","effects":[]} +{"_id":"i4NeNZ30ycwPDHMx","name":"Sickle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} +{"_id":"i89okN7GFTWHsvPy","name":"Herbalism Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":3,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herbalism-kit.jpg","effects":[]} +{"_id":"iB3gunzgxZ8xK6Z5","name":"Talisman of Pure Good","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a creature of good alignment)

\n

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

\n

If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to power attack rolls while you wear or hold it.

\n

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":71680,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","radiant"]],"versatile":"8d6"},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]} +{"_id":"iBuTM09KD9IoM5L8","name":"Gaming Set of Dice","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of dice, both straight and weighted.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]} +{"_id":"iIuNqnpWCHrLEKWj","name":"Net +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/net.jpg","effects":[]} +{"_id":"iLt7wTWr4cJnQulJ","name":"Figurine of Wondrous Power Ivory Goat of Traveling","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Traveling can become a Large goat with the same statistics as a @Compendium[sw5e.monsters.rz8UTUnFT87BsAFR]{Riding Horse}. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":1000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":24,"max":24,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]} +{"_id":"iOMRrzfzFCfPGuD6","name":"Bag of Sand","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bag of sand used by the scholarly to dry freshly inked letters and correspondence quickly and safely for quick dispatch.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pouch.jpg","effects":[]} +{"_id":"iRDmig2qZ7LdP0ug","name":"Mithral Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":45,"price":850,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"idtlcnIWgwVdvp31","name":"Javelin +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} +{"_id":"ig5DOQtQYJPXJId4","name":"Ioun Stone of Fortitude","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Fortitude. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/crystal-purple.jpg","effects":[]} +{"_id":"iiQxTvDOhPGW5spF","name":"Amulet of Health","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item (requires attunement)

\n

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":4300001,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-red.jpg","effects":[]} +{"_id":"ijDzcDXfJAdj2uED","name":"Heavy Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-heavy.jpg","effects":[]} +{"_id":"il2GNi8C0DvGLL9P","name":"Poisoner’s Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/herb-satchel.jpg","effects":[]} +{"_id":"irtqrzaUCeshmTZp","name":"Vestments","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/items/armor/robe.jpg","effects":[]} +{"_id":"isKR904LkLaH4i6M","name":"Vicious Halberd","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"izF3kmyFEVI5TWhp","name":"Dart +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0.25,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} +{"_id":"j2ZGEwx8MhHZXds4","name":"Belt of Dwarvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, you gain the following benefits:

\n
    \n
  • Your Constitution score increases by 2, to a maximum of 20.
  • \n
  • You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
  • \n
\n

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

\n
    \n
  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • \n
  • You have darkvision out to a range of 60 feet.
  • \n
  • You can speak, read, and write Dwarvish.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-rock.jpg","effects":[]} +{"_id":"jJU8vFhHLQeKe2wu","name":"Gem of Seeing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

\n

The gem regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":0,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-blue.jpg","effects":[]} +{"_id":"jcQqI0pxLD2nNNQ4","name":"Whip +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} +{"_id":"jeoZmDD9fuQdvC77","name":"Vicious Dart","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0.25,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]} +{"_id":"jf0XMx2vfEZzZuD7","name":"Mace +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"jhjo20QoiD5exf09","name":"Calligrapher's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in calligraphy.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/note-letter.jpg","effects":[]} +{"_id":"jlI44g90pp4VazBU","name":"Block and Tackle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/tool-hook.jpg","effects":[]} +{"_id":"jmSC8I5awCoxNVv7","name":"Giant Slayer Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":7,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} +{"_id":"jvKmgJYL33E8gev5","name":"Ioun Stone of Reserve","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Reserve. This vibrant purple prism stores powers cast into it, holding them until you use them. The stone can store up to 3 levels worth of powers at a time. When found, it contains 1d4 − 1 levels of stored powers chosen by the GM.

\n

Any creature can cast a power of 1st through 3rd level into the stone by touching it as the power is cast. The power has no effect, other than to be stored in the stone. If the stone can't hold the power, the power is expended without effect. The level of the slot used to cast the power determines how much space it uses.

\n

While this stone orbits your head, you can cast any power stored in it. The power uses the slot level, power save DC, power attack bonus, and powercasting ability of the original caster, but is otherwise treated as if you cast the power. The power cast from the stone is no longer stored in it, freeing up space.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/crystal-purple.jpg","effects":[]} +{"_id":"k2B9P3gm2NGjJ1m0","name":"Hide Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":1510,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} +{"_id":"k3T7tpcdzDyVKlF4","name":"Wand of the War Mage +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

While holding this wand, you gain a bonus to power attack rolls of +2. In addition, you ignore half cover when making a power attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":4800,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":false,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"folder":"oENpm3Crialw50Y1","sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} +{"_id":"kBVK2IiZYRkEYtcM","name":"Greatsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} +{"_id":"kHjpHTKex95ULxUX","name":"Light Crossbow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"kKGJjVVlJVoakWgQ","name":"Potion of Force Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Force type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-blue.jpg","effects":[]} +{"_id":"kNlvoSTcdMqxJPmI","name":"Battleaxe +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} +{"_id":"kOYXMf4GTtD7OqbD","name":"Dancing Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":3,"price":2000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} +{"_id":"kTxi62RTrrdrIBr9","name":"Holy Avenger Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against powers and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":165000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 3","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/light_05.jpg","effects":[]} +{"_id":"kdkpSZMUHGXGM15H","name":"Signet Ring","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ring with specific design to denote membership and rank within a house or organization.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-orange.jpg","effects":[]} +{"_id":"khyjT3dKyoEOf4eA","name":"Wand of Polymorph","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the @Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph} power (save DC 15) from it.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":32000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} +{"_id":"kjTPoUeomTPWJ9h3","name":"Adamantine Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":20,"price":550,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":3600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"kpDbCYgUivh7NApp","name":"Powerguard Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you have advantage on saving throws against powers and other magical effects, and power attacks have disadvantage against you.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":6,"price":50000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-coin.jpg","effects":[]} +{"_id":"kvD4ElYCfCKpjDeg","name":"Dwarven Thrower","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a dwarf)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

\n

**Foundry note: to apply the additional damage to a giant, please use the Other Formula one more time.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":2,"price":18000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":"1d10 + @mod +3"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} +{"_id":"l2T46xCqUbJvKE7A","name":"War Pick +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} +{"_id":"l3V7V8VCXpmAAysQ","name":"Staff of the Magi","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a sorcerer, warlock, or wizard)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to power attack rolls.

\n

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

\n

Power Absorption. While holding the staff, you have advantage on saving throws against powers. In addition, you can use your reaction when another creature casts a power that targets only you. If you do, the staff absorbs the magic of the power, canceling its effect and gaining a number of charges equal to the absorbed power's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).

\n

Powers. While holding the staff, you can use an action to expend some of its charges to cast one of the following powers from it, using your power save DC and powercasting ability: @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} (7 charges), @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic} (3 charges), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (7th-level version, 7 charges), @Compendium[sw5e.powers.FjYE214HTERCRZNm]{Flaming Sphere} (2 charges), @Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm} (4 charges), @Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility} (2 charges), @Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock} (2 charges), @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt} (7th-level version, 7 charges), @Compendium[sw5e.powers.d9MwcXi7Il3HROXd]{Passwall} (5 charges), @Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift} (7 charges), @Compendium[sw5e.powers.HQfd7jJyULIoGxrZ]{Telekinesis} (5 charges), @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire} (4 charges), or @Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web} (2 charges).

\n

You can also use an action to cast one of the following powers from the staff without using any charges: @Compendium[sw5e.powers.8cse7rit0oswRPUP]{Arcane Lock}, @Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}, @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce}, @Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}, @Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}, or @Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}.

\n

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

\n

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff
\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":350000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":50,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"4d6 +2","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} +{"_id":"l794iywHk8Wc6Uvi","name":"Book of Lore","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-orange.jpg","effects":[]} +{"_id":"l88FXiodYofrJT8a","name":"Lance +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} +{"_id":"lAcTZgNtpmks2Mo5","name":"Potion of Cloud Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1750,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-blue.jpg","effects":[]} +{"_id":"lHS63sC6bypENNlR","name":"Flask","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A flask holds 1 pint of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flask-dark.jpg","effects":[]} +{"_id":"lM5uo6R4gy8rJG5Y","name":"Vicious Javelin","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} +{"_id":"lN1VbnGFo3HNZXNb","name":"Half Plate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6750,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"lPsueMv4ZoXqCYf9","name":"Wand of Wonder","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

\n

If the effect causes you to cast a power from the wand, the power's save DC is 15. If the power normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the power on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
01-05You cast @Compendium[sw5e.powers.yqUDoxk4x0NWG5Bz]{Slow}.
06-10You cast @Compendium[sw5e.powers.nqBDWkVOfcGZt4YU]{Faerie Fire}.
11-15You are stunned until the start of your next turn, believing something awesome just happened.
16-20You cast @Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind}.
21-25You cast @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30You cast @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}.
31-33Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a @Compendium[sw5e.monsters.SBCe2BSa6opTS5M4]{Rhinoceros} appears; on a 26–50, an @Compendium[sw5e.monsters.jLPhaBnMtAbB5dp1]{Elephant} appears; and on a 51–100, a @Compendium[sw5e.monsters.pozQUPTnLZW8epox]{Rat} appears.
37-46You cast @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt}.
47-49A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53You enlarge the target as if you had cast @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce}. If the target can't be affected by that power, or if you didn't target a creature, you become the target.
54-58You cast @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}.
59-62Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69You shrink yourself as if you had cast @Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce} on yourself.
70-79You cast @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}.
80-84You cast @Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility} on yourself.
85-87Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration power or similar magic.
\n

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":24000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-skull.jpg","effects":[]} +{"_id":"lSd5QHnIJbKvP1bh","name":"Apparatus of the Crab","permission":{"default":0},"type":"consumable","data":{"description":{"value":"
Wondrous item
\n
\n
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
\n
\n
The Apparatus of the Crab is a Large object with the following statistics:
\n
AC: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as show in the Apparatus of the Crab Levers table.

Apparatus of the Crab Levers table:
\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LeverUpDown
1Legs and tail extend, allowing the apparatus to walk and swim.Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2Forward window shutter opens.Forward window shutter closes.
3Side window shutters open (two per side).Side window shutters close (two per side).
4Two claws extend from the front sides of the apparatus.The claws retract.
5Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is Grappled (escape DC 15).
6The apparatus walks or swims forward.The apparatus walks or swims backward.
7The apparatus turns 90 degrees left.The apparatus turns 90 degrees right.
8Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.The light turns off.
9The apparatus sinks as much as 20 feet in liquid.The apparatus rises up to 20 feet in liquid.
10The rear hatch unseals and opens.The rear hatch closes and seals.
\n

\n
","chat":"","unidentified":""},"source":"DMG pg. 151","quantity":1,"weight":500,"price":10000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/barrel.jpg","effects":[]} +{"_id":"lTfo6OVvAY2iJ4oq","name":"Silver Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":5600,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 +2",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} +{"_id":"laVqttkGMW4B9654","name":"Emblem","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A symbol engraved or carefully inlaid on a shield or some other device representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-sun.jpg","effects":[]} +{"_id":"lccm5AjIk91aIHbi","name":"Breastplate Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":20,"price":6400,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":3300000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"lcqqW2vGF6P8nJ77","name":"Whip +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} +{"_id":"lsiR1hVfISlC5YoB","name":"Staff of Fire","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid, sorcerer, warlock, or wizard)

\n

You have resistance to fire damage while you hold this staff.

\n

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following powers from it, using your power save DC: @Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands} (1 charge), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (3 charges), or @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire} (4 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"dex","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} +{"_id":"luTJgPXN5n0EN7iy","name":"Vicious Whip","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A tensile lash made of leather, cord, or chain which can lash out at nearby enemies, dealing lacerations and harrying them from a distance.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} +{"_id":"lvLrkAR7k8DS7J3W","name":"Iron Flask","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

\n

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

\n

An @Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify} power reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Contents
1-50Empty
51-54Demon (type 1)
55-58Demon (type 2)
59-62Demon (type 3)
63-64Demon (type 4)
65Demon (type 5)
66Demon (type 6)
67@Compendium[sw5e.monsters.m4H3hjamBNMH09S9]{Deva}
68-69Devil (greater)
70-73Devil (lesser)
74-75@Compendium[sw5e.monsters.5P1VGAZQwOilwZQf]{Djinni}
76-77@Compendium[sw5e.monsters.LTomFUTBrkRi0Pj5]{Efreeti}
78-83Elemental ( @Compendium[sw5e.monsters.banHjKDMCegbUwYE]{Air Elemental} @Compendium[sw5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental} @Compendium[sw5e.monsters.brSo9cWhtpG0ifU5]{Fire Elemental} @Compendium[sw5e.monsters.namJz755U1EhvEJa]{Water Elemental} )
84-86@Compendium[sw5e.monsters.oDspGxRQFBhE74L2]{Invisible Stalker}
87-90@Compendium[sw5e.monsters.xvh2UOKv1bh03Gih]{Night Hag}
91@Compendium[sw5e.monsters.XEByBLeOkDgL3mrr]{Planetar}
92-95@Compendium[sw5e.monsters.yVNPVJIBpQ2Mp3Xa]{Salamander}
96@Compendium[sw5e.monsters.lOYt73eaJojBDxAV]{Solar}
97-99Succubus / Incubus
100@Compendium[sw5e.monsters.2MZNHeOZweXAYbv1]{Xorn}
\n

","chat":"","unidentified":""},"source":"DMG pg. 178","quantity":1,"weight":0.1,"price":31000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/potions/minor-empty.jpg","effects":[]} +{"_id":"lvaMqEhfidfHDGf5","name":"Cloak of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

You gain a +1 bonus to AC and saving throws while you wear this cloak.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":3500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/equipment/cloak-fur.jpg","effects":[]} +{"_id":"m1hJnK7CHsaJB26v","name":"Mace +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"m7RubLd1lUcMjYgY","name":"Mace of Disruption","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

\n

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":4,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/light_06.jpg","effects":[]} +{"_id":"mGIwk9FwTAJB6qTn","name":"Oathbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

\n

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

\n

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":3500,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command phrase."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-hunting.jpg","effects":[]} +{"_id":"mQVYcHmMSoCUnBnM","name":"Bucket","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A bucket holds 3 gallons of liquid or ½ cubic foot of solids.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":25,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0}},"sort":800001,"flags":{},"img":"systems/sw5e/icons/items/inventory/tankard-empty.jpg","effects":[]} +{"_id":"mYFfH24uzuKh4IPS","name":"Wind Fan","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While holding this fan, you can use an action to cast the @Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind} power (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d5","save":{"ability":"str","dc":13,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-angel-wing.jpg","effects":[]} +{"_id":"meJEfX3gZgtMX4x2","name":"Vial","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A vial can hold up to 4 ounces of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":0.25,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]} +{"_id":"mhFBTY0egW8AeCHe","name":"Potion of Hill Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":900,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-green.jpg","effects":[]} +{"_id":"mkyltDYnuzNU3kmF","name":"Greatclub +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":10,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} +{"_id":"mr96Z8YTI490ExhP","name":"Robe of the Archmagi","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement by a sorcerer, warlock, or wizard)

\n

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe:

\n
    \n
  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • \n
  • You have advantage on saving throws against powers and other magical effects.
  • \n
  • Your power save DC and power attack bonus each increase by 2.
  • \n
","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":34000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"none","cost":0,"condition":"Alignment must match the robe's to attune."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_20.jpg","effects":[]} +{"_id":"mtyw4NS1s7j2EJaD","name":"Power Scroll 7th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 18
Attack bonus: +10.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":2560,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-magic.jpg","effects":[]} +{"_id":"n1V07puo0RQxPGuF","name":"Hide Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":12,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":12,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]} +{"_id":"n7fm71CN7qDIBEKk","name":"Adamantine Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":55,"price":575,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":false},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"nAqDwI9GyXS1diiz","name":"Horseshoes of Speed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":8,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horseshoe.jpg","effects":[]} +{"_id":"nBFr5xTWeChM7xrb","name":"Giant Slayer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":6,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatsword.png","effects":[]} +{"_id":"nL0Y0X8SjF58OmBM","name":"Luck Blade Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":210000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} +{"_id":"nMtmxeYrbyFdv0bg","name":"Figurine of Wondrous Power Silver Raven","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Serpentine Owl. This silver statuette of a raven can become a @Compendium[sw5e.monsters.LPdX5YLlwci0NDZx]{Raven} for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the @Compendium[sw5e.powers.X8w9EzYLGc4vQ1H2]{Animal Messenger} power on it at will.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":12,"units":"hour"},"target":{"value":2.5,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-white.jpg","effects":[]} +{"_id":"nSNhjX5F7f86AW1a","name":"Defender Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":6,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} +{"_id":"nXWdGtzi8DXDLLsL","name":"Pitcher","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":4,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/jug.jpg","effects":[]} +{"_id":"nXWevqtV6p484N59","name":"Potion of Animal Friendship","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating this muddy liquid brings little bits into view: a fish scale, hummingbird tongue, a cat claw, or a squirrel hair.

\n

When you drink this potion, you can cast the @Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship} power (save DC 13) for 1 hour at will.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":200,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Beast must have an Intelligence of 3 or lower."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-4.jpg","effects":[]} +{"_id":"nY6CnKEHyJ5STgt5","name":"Vicious Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":7,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} +{"_id":"nfIRTECQIG81CvM4","name":"Club","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]} +{"_id":"nk2MH16KcZmKp7FQ","name":"Ioun Stone of Mastery","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":15000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-green.jpg","effects":[]} +{"_id":"nl7cc7Z1HpSHbUdQ","name":"Halberd +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"nrvAo3TznyQrHS1t","name":"War Pick +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]} +{"_id":"nsXZejlmgalj4he9","name":"Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":40,"price":30,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":false},"sort":750000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"nvhk1quD0Dg1ZtSH","name":"Pipes of the Sewers","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

\n

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one @Compendium[sw5e.monsters.8ihbbjkaOFTPbI73]{Swarm of Rats} with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

\n

Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":1,"price":2000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Proficiency with wind instruments. "},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0.5,"long":0,"units":"mi"},"uses":{"value":3,"max":3,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]} +{"_id":"o4Irx3hHiD3FnPbL","name":"Trident of Fish Command","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast @Compendium[sw5e.powers.LrPvWHBPmiMQQsKB]{Dominate Beast} (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":800,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_17.jpg","effects":[]} +{"_id":"oG4rvCuMstgl4Nez","name":"Hand Crossbow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"oN4Glcmi4BhdAI3k","name":"Tome of Leadership and Influence","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 208","quantity":1,"weight":1,"price":100000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-folder.jpg","effects":[]} +{"_id":"oNLfJNRQgUHpU8c7","name":"Pipes of Haunting","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, powerbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours.

\n

The pipes regain 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":1,"price":6000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Proficiency with wind instruments. "},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flute.jpg","effects":[]} +{"_id":"oSarKEU8x1AupB6z","name":"Deck of Many Things","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

\n

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

\n

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Playing CardCard
Ace of DiamondsVizier*
King of DiamondsSun
Queen of DiamondsMoon
Jack of DiamondsStar
Two of DiamondsComet*
Ace of HeartsThe Fates*
King of HeartsThrone
Queen of HeartsKey
Jack of HeartsKnight
Two of HeartsGem*
Ace of ClubsTalons*
King of ClubsThe Void
Queen of ClubsFlames
Jack of ClubsSkull
Two of ClubsIdiot*
Ace of SpadesDonjon*
King of SpadesRuin
Queen of SpadesEuryale
Jack of SpadesRogue
Two of SpadesBalance*
Joker (with TM)Fool*
Joker (without TM)Jester
\n

*Found only in a deck with twenty-two cards

\n

Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

\n

Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

\n

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} can reveal the location of your prison. You draw no more cards.

\n

Euryale. The card's medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.

\n

The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

\n

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

\n

Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

\n

Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

\n

Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

\n

Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

\n

Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

\n

Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

\n

Moon. You are granted the ability to cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power 1d3 times.

\n

Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power or divine intervention can end the NPC's hostility toward you.

\n

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

\n

Skull. You summon an avatar of death - a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

\n

Avatar of Death

\n

Medium undead, neutral evil

\n

Armor Class 20
Hit Points half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)
\n

Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
Languages all languages known to its summoner
Challenge -- (0 XP)

\n

Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity. The avatar is immune to features that turn undead.

\n

Actions

\n

Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

\n

\n

Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.

\n

Sun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.

\n

Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.

\n

Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.

\n

Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

\n

The Void. This black card powers disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power can't restore your soul, but the power reveals the location of the object that holds it. You draw no more cards.

","chat":"","unidentified":""},"source":"DMG pg. 162","quantity":1,"weight":0.1,"price":6120,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":22,"max":22,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bills.jpg","effects":[]} +{"_id":"oY8KbpGmB5H2Deoy","name":"Silk Rope (50 ft.)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/rope.jpg","effects":[]} +{"_id":"oYZNXHth1UYxPwVi","name":"Periapt of Proof against Poison","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-tribal.jpg","effects":[]} +{"_id":"odV5cq2HSLSCH69k","name":"Prayer Book","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-red.jpg","effects":[]} +{"_id":"orHjq3XDPz4eXcov","name":"Dragon Slayer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":6,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_06.jpg","effects":[]} +{"_id":"osLzOwQdPtrK3rQH","name":"Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"otYAEwhsANKHZAmk","name":"Gloves of Missile Snaring","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":0.1,"price":3000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10 + @mod","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/skills/violet_14.jpg","effects":[]} +{"_id":"oxzUb5j1TMsccGW4","name":"Mantle of Power Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have advantage on saving throws against powers while you wear this cloak.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":3,"price":30000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_07.jpg","effects":[]} +{"_id":"ozYrQ5N4s81h35Fa","name":"Vicious Blowgun","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} +{"_id":"p01JzD9RpIOkJiqK","name":"Rapier of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} +{"_id":"p2zChy24ZJdVqMSH","name":"Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"p9dtQU9wEZGumHSb","name":"Vicious Greatclub","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":10,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/greatclub.png","effects":[]} +{"_id":"pC3202gDTy8G5i4r","name":"Vicious Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-long.jpg","effects":[]} +{"_id":"pG6dddIcb9NmPrdt","name":"Longsword of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":3,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} +{"_id":"paqlMjggWkBIAeCe","name":"Amulet","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

An amulet depicting a symbol representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Powercasting Focus. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-blue.jpg","effects":[]} +{"_id":"psoZaItkOScMVaHL","name":"Oil Flask","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.

\n

On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

\n

If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/inventory/bottle-empty.jpg","effects":[]} +{"_id":"q24QnImAicnT9Byd","name":"Light Hammer +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/items/weapons/hammer-light.jpg","effects":[]} +{"_id":"q3WqP3r2emnumyUF","name":"Sling +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} +{"_id":"qBSEGJyHxdKIlBfj","name":"Potion of Poison","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion.

\n

However, it is actually poison masked by illusion magic. An identify power reveals its true nature.

\n

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

\n

Foundry note: to apply the reduced damage from a successful Constitution save, please use the Other Formula (set at 1d6) as required.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":100,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"spec"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","poison"]],"versatile":""},"formula":"1d6","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"poison","attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-7.jpg","effects":[]} +{"_id":"qBydtUUIkv520DT7","name":"Lute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":35,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lute.jpg","effects":[]} +{"_id":"qGH7YqWhi0tHisMi","name":"Luck Blade Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_10.jpg","effects":[]} +{"_id":"qGRN4wvZLJ8uITf2","name":"Vicious Sling","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sling.jpg","effects":[]} +{"_id":"qMGkmzfLHfXd7DiJ","name":"Ring of Necrotic Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a jet stone that seems to swallow any light that it catches.

\n

You have resistance to necrotic damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} +{"_id":"qMzHmlmha8qMDnEF","name":"Lamp","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":45,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lamp.jpg","effects":[]} +{"_id":"qRMQH8lRE42JkugE","name":"Mithral Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":40,"price":1550,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":4700001,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"qVHCzgVvOZAtuk4N","name":"Flame Tongue Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":3,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_13.jpg","effects":[]} +{"_id":"qVuZznv0MnIjDU70","name":"Iron Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":14000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d4 +5",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} +{"_id":"qWlXDEgqdmdZWoab","name":"Shovel","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool resembling a spade with a broad blade and typically upturned sides, used for moving coals, earth, snow or other material.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pickaxe.jpg","effects":[]} +{"_id":"qXcUKfCVxEvV3VU8","name":"Decanter of Endless Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

\n

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

\n

• \"Stream\" produces 1 gallon of water.

\n

• \"Fountain\" produces 5 gallons of water.

\n

• \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a Bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":135000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"turn"},"target":{"value":30,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/potions/magic-blue.jpg","effects":[]} +{"_id":"qaSro7kFhxD6INbZ","name":"Hand Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":75,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"qcEiSj67zfbLvYdJ","name":"Pike +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} +{"_id":"qhdGVfT5j6u46mtk","name":"Greataxe +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":7,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]} +{"_id":"qmuOeNsOKwkn6K8W","name":"Vicious Flail","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"qw05Om9XWqTMoio2","name":"Ring of the Ram","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

\n

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

\n

**Foundry note: the Other Formula is set to calculate 1d20 +5 for one charge expended to make the Strength check. Please +5 per any extra charge as required.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":1,"price":5000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","force"]],"versatile":""},"formula":"1d20 +5","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} +{"_id":"r8yK6SrWOz4hqF01","name":"Vicious Lance","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A shining steel tip to puncture the hardiest of foe's defences, driven in by the force of a galloping steed. Although best suited for mounted combat, the lance can be brought to lethal effect on foot in the right hands.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} +{"_id":"r97KnMO7Zxgfdh3P","name":"Lance +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_02.jpg","effects":[]} +{"_id":"rJKXDPikXSYXYgb5","name":"Net +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":200,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/net.jpg","effects":[]} +{"_id":"rLMflzmxpe8JGTOA","name":"Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":false},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"rOG1OM2ihgPjOvFW","name":"Glaive","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"rQ6sO7HDWzqMhSI3","name":"Power Scroll Cantrip Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/note-scroll.jpg","effects":[]} +{"_id":"rRMaaGZ7qbzqMvoI","name":"Bowl of Commanding Water Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a @Compendium[sw5e.monsters.namJz755U1EhvEJa]{Water Elemental}, as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power. The bowl can't be used this way again until the next dawn.

\n

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":3,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/skills/blue_36.jpg","effects":[]} +{"_id":"rTbVrNcwApnuTz5E","name":"Glassblower's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in glassblowing.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":30,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/backpack.jpg","effects":[]} +{"_id":"rTn4p9nJr4Aq2GPB","name":"Potion of Invisibility","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s container looks empty but feels as though it holds liquid.

\n

When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a power.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2900000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-empty.jpg","effects":[]} +{"_id":"rY9sRFQp5CFSfsat","name":"Helm of Comprehending Languages","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this helm, you can use an action to cast the @Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages} power from it at will.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":2,"price":500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} +{"_id":"rc9nkN6YOD7ogtEi","name":"Glaive +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]} +{"_id":"rhGulc3gEJhnuP31","name":"Helm of Brilliance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

\n

You gain the following benefits while wearing it:

\n
    \n
  • You can use an action to cast one of the following powers (save DC 18), using one of the helm's gems of the specified type as a component: @Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight} (opal), @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} (fire opal), @Compendium[sw5e.powers.eGMhwmuleAM46C6L]{Prismatic Spray} (diamond), or @Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire} (ruby). The gem is destroyed when the power is cast and disappears from the helm.
  • \n
  • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
  • \n
  • As long as the helm has at least one ruby, you have resistance to fire damage.
  • \n
  • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
  • \n
\n

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a power. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2000000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_07.jpg","effects":[]} +{"_id":"rvxGvcUzoQXVNbAu","name":"Portable Hole","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

\n

You can use an action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

\n

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed Portable Hole can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":0,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":3,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

\n

You can use an action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

\n

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed Portable Hole can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing a portable hole inside an extradimensional space created by a @Compendium[sw5e.items.aDHRuUs29SrumWfq]{Bag of Holding}, @Compendium[sw5e.items.7vqs5AqI4VCmuszx]{Handy Haversack}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

"}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/violet_12.jpg","effects":[]} +{"_id":"s2kQs21J3cFg7ZSs","name":"Figurine of Wondrous Power Ebony Fly","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a Giant Fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.

\n

Giant Fly

\n

Large beast, unaligned

\n

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 60 ft.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
14 (+2)13 (+1)13 (+1)2 (-4)10 (+0)3 (-4)
\n

Senses darkvision 60 ft., passive Perception 10
Languages --

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":12,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":7000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-legs-insect.jpg","effects":[]} +{"_id":"s4fR8bxQGSt4wbH7","name":"Cube of Force","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

\n

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

\n

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FaceChargesEffect
11Gases, wind, and fog can't pass through the barrier.
22Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
33Living matter can't pass through the barrier.
44Power effects can't pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
60The barrier deactivates.
\n

The cube loses charges when the barrier is targeted by certain powers or comes into contact with certain power or magic item effects, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Power or ItemCharges Lost
@Compendium[sw5e.powers.HBHbOGKNVVprSlwn]{Disintegrate}1d12
@Compendium[sw5e.items.t7GfyRp3dB3lqS9i]{Horn of Blasting}1d10
@Compendium[sw5e.powers.d9MwcXi7Il3HROXd]{Passwall}1d6
@Compendium[sw5e.powers.eGMhwmuleAM46C6L]{Prismatic Spray}1d20
@Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}1d4
","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":0.1,"price":16000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must have enough charges for the face pressed otherwise the Action is lost."},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":36,"max":36,"per":"charges","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":4025000,"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]} +{"_id":"sIiUbRJItYAs5gtA","name":"Dancing Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":3,"price":2000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} +{"_id":"sP8CV5VNEcY1Yh1Q","name":"Adamantine Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":65,"price":2000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":4800001,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]} +{"_id":"sSs3hSzkKBMNBgTs","name":"Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]} +{"_id":"sXEkkTDXWQDUMzsC","name":"Censer of Controlling Air Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While incense is burning in this censer, you can use an action to speak the censer's command word and summon an @Compendium[sw5e.monsters.banHjKDMCegbUwYE]{Air Elemental}, as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power. The censer can't be used this way again until the next dawn.

\n

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":8000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chalice-gems.jpg","effects":[]} +{"_id":"sdHSbitJxgTX6aDG","name":"Greatsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":6,"price":1000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} +{"_id":"setcTdSZ09rmsqMn","name":"Warhammer +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} +{"_id":"sfegfmo59MHJg2YC","name":"Scimitar of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} +{"_id":"skUih6tBvcBbORzA","name":"Mason's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in masonry.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]} +{"_id":"skoUe223EvRYGPL6","name":"Medallion of Thoughts","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts} power (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 181","quantity":1,"weight":0.01,"price":3000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/amulet-blue.jpg","effects":[]} +{"_id":"sl6yiYSlqkHiVVSN","name":"Shortsword +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"sqcerAMszpe3hwyI","name":"Bronze Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":11200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 +4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} +{"_id":"srTRzwTfWKO5opOo","name":"Portable Ram","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":35,"price":4,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["d20 + @abilities.str.mod +4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bamboo.jpg","effects":[]} +{"_id":"stlFCpqW3ZuAftTi","name":"Dancing Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":2000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} +{"_id":"szNhDWpks5BhEXhT","name":"Ioun Stone of Regeneration","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Regeneration. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":4000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/coral-white.jpg","effects":[]} +{"_id":"t5yP0d7YaKwuKKiH","name":"Yew Wand","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This wand or scepter has been carved from yew or another special wood and inscribed with powerful runes to invoke the power of nature by those who heed its call.

\n

Powercasting Focus. A druidic focus is a special item designed to channel the power of powers from the druid's power list. A druid can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} +{"_id":"t7GfyRp3dB3lqS9i","name":"Horn of Blasting","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

\n

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":450,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word and blow the horn."},"duration":{"value":0,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","thunder"]],"versatile":""},"formula":"10d6","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/horn.jpg","effects":[]} +{"_id":"t8L7B0JWamsvxhui","name":"Quarterstaff +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2500000,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]} +{"_id":"tC0kcqZT9HHAO0PD","name":"Pike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":18,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} +{"_id":"tEWhsb2lYF4uvF0z","name":"Arrow +1","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Ammunition used for bows of all varieties. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":25,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_07.jpg","effects":[]} +{"_id":"tFLmAPUDLxBY8jFO","name":"Nine Lives Stealer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":6,"price":8000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} +{"_id":"tH5Rn0JVRG1zdmPa","name":"Orb","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This spherical talisman serves as a powercasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/pearl.jpg","effects":[]} +{"_id":"tI3rWx4bxefNCexS","name":"Power Scroll 6th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 17
Attack bonus: +9.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":1280,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-magic.jpg","effects":[]} +{"_id":"tIwoSAGJlcuyiwaQ","name":"Dragon Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

\n

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and Breath Weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

\n

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonResistance
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":45,"price":4000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"mi"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"tJQXAJx92wL6GM1v","name":"Mithral Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":40,"price":830,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]} +{"_id":"tTqixDDmzAfs995G","name":"Giant Slayer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-fire.jpg","effects":[]} +{"_id":"tWJLHIL6ZIZUez9k","name":"Manacles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":6,"price":2,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature must be Small or Medium."},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket"},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/whip.png","effects":[]} +{"_id":"tfDxZIKDpOkz6pbx","name":"Grappling Hook","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A device with iron claws, can be used with rope for dragging or grasping.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":4,"price":"2","attunement":0,"equipped":false,"rarity":"Common","identified":true},"flags":{},"img":"systems/sw5e/icons/items/inventory/tool-hook.jpg","effects":[]} +{"_id":"thkvJ5QBRORIwkkV","name":"Gem of Brightness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

\n
    \n
  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
  • \n
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • \n
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
  • \n
\n

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":0,"price":5000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":50,"max":50,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-yellow.jpg","effects":[]} +{"_id":"trmWAdUoR6Y2B7rA","name":"Hooded Lantern","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":2,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lantern.jpg","effects":[]} +{"_id":"tt4WokZBZMGqgYm5","name":"Shortbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/bow-short.jpg","effects":[]} +{"_id":"tut1jbW3UCsrUjCG","name":"Pole","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ten-foot long pole of sturdy wood.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/wood.jpg","effects":[]} +{"_id":"twRJhPtDQe1HceFt","name":"Padded Armor +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":1505,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]} +{"_id":"u4ewpAFZjLrWrmQv","name":"Folding Boat","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

\n

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

\n

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

\n

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

\n

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":4,"price":10000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cage.jpg","effects":[]} +{"_id":"uHL99JKLUpTKAbz8","name":"Staff of Withering","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

\n

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

\n

Foundry note: the Other Formula button has been configured to roll the staff's necrotic damage if required.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":4,"price":3000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"2d10","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-skull.jpg","effects":[]} +{"_id":"uIHXYhnOwETlA5lT","name":"Shortsword +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"uLY74ppOrTaWKwer","name":"Rapier +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-short.jpg","effects":[]} +{"_id":"uRoHwk1c8e5xJjkV","name":"Sickle +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sickle.jpg","effects":[]} +{"_id":"uVm7MiB71QblfnoY","name":"Ink Pen","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/feather-red.jpg","effects":[]} +{"_id":"uWUD93jwuO2Jxkti","name":"Arrow-Catching Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":6,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":"A ranged attack within 5 ft. "},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"shield","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":4200000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]} +{"_id":"uXOT4fYbgPY8DGdd","name":"Crystal","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This crystaline talisman serves as a powercasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Powercasting Focus. An arcane focus is a special item designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/crystal.png","effects":[]} +{"_id":"ugzwHl8vYaPu2GNd","name":"Climber's Kit","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":12,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/inventory/tool-hook.jpg","effects":[]} +{"_id":"ukcKemEoTTRB9yLC","name":"Defender Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":3,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_31.jpg","effects":[]} +{"_id":"uuh4UH3Jx5CsFjdA","name":"Perfume","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A vial of aromatic perfume.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-2.jpg","effects":[]} +{"_id":"uw6fINSmZ2j2o57A","name":"Tankard","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

It is a form of drinkware consisting of a large, roughly cynlindrical, drinking cup with a single handle.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.02,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/tankard-empty.jpg","effects":[]} +{"_id":"v4uNbmiz4ECTI89n","name":"Ioun Stone of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":1200,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-purple.jpg","effects":[]} +{"_id":"vJvb6fx3JVPmhG8x","name":"Merchant's Scale","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":5,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/coins-silver.jpg","effects":[]} +{"_id":"vZdLYfHlLcZqQ8zc","name":"Chime of Opening","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

\n

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":1500,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"The sound must reach the target."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket"},"sort":3800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_35.jpg","effects":[]} +{"_id":"vmbB2SK6pQU2Vkzb","name":"Rod of Rulership","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":5,"price":16000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"rod","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_23.jpg","effects":[]} +{"_id":"vpenjFjUyEBLLlUc","name":"Trinket","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A placeholder for the non-SRD items introduced on pg. 159, with the d100 table on 160-161.

","chat":"","unidentified":""},"source":"PHB pg. 159","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-fur-white.jpg","effects":[]} +{"_id":"vsgmACFYINloIdPm","name":"Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":40,"price":750,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":15,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"vuThcmO7MYlw5b9f","name":"Trident +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} +{"_id":"w56FIjFafs2rN6iK","name":"Mace of Smiting","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

\n

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

\n

**Foundry note: the bonus to attack and damage rolls has been set at the +1 . In the instances of hitting a construct, please remember to +2 to both of these results. Additionally, on a hit of 20 against a construct, please use the Other Formula one more time.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":4,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/maul.jpg","effects":[]} +{"_id":"wBYmPQG3nZfD88aP","name":"Belt of Storm Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":24000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/equipment/belt-girdle.jpg","effects":[]} +{"_id":"wGDDt17DpBcXPuUD","name":"Hammer of Thunderbolts","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon (maul).

\n

Giant's Bane (requires attunement)

\n

You must be wearing a Belt of Giant Strength (any variety) and Gauntlets of Ogre Power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30.

\n

When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

\n

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":10,"price":16000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":5,"max":5,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10},"details":{"description":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon (maul).

\n

Giant's Bane (requires attunement)

\n

You must be wearing a Belt of Giant Strength (@Compendium[sw5e.items.wBYmPQG3nZfD88aP]{Storm}, @Compendium[sw5e.items.NRj0lC3SM03s1YB3]{Cloud}, @Compendium[sw5e.items.bq9YKwEHLQ7p7ric]{Fire}, @Compendium[sw5e.items.ORKf6RRcalrdD6Qp]{Frost}, @Compendium[sw5e.items.fCUZ7h8YYrs16UhX]{Stone}, or @Compendium[sw5e.items.ER75WHewYN04Zp11]{Hill}) and @Compendium[sw5e.items.3TWT5bv3z5zGUZCe]{Gauntlets of Ogre Power} to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30.

\n

When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

\n

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

"}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/light_09.jpg","effects":[]} +{"_id":"wGKykLRS8UqChNXI","name":"Dimensional Shackles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.

\n

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":5,"price":3000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature of Small to Large and must be incapacitated."},"duration":{"value":30,"units":"day"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":30,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_09.jpg","effects":[]} +{"_id":"wNKYbKYwOHbA7SH8","name":"Potion of Heroism","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This blue potion bubbles and steams as if boiling.

\n

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the @Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless} power (no concentration required)

\n

Foundry note: the Other Formula button can be used to roll the bonus 1d4 received from Bless.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","temphp"]],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/potions/unique-6.jpg","effects":[]} +{"_id":"wNWK6yJMHG9ANqQV","name":"Blowgun","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff.png","effects":[]} +{"_id":"wa1VF8TXHmkrrR35","name":"Power Scroll 5th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A power scroll bears the words of a single power, written in a mystical cipher. If the power is on your class's power list, you can use an action to read the scroll and cast its power without having to provide any of the power's components. Otherwise, the scroll is unintelligible.

\n

If the power is on your class's power list but of a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the power disappears from the scroll with no other effect.

\n

Once the power is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the power on the scroll determines the power's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 17
Attack bonus: +9.

\n

A wizard power on a power scroll can be copied just as powers in powerbooks can be copied. When a power is copied from a power scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the power is successfully copied. Whether the check succeeds or fails, the power scroll is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":640,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Power must be on the caster's power list."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/scroll-cursed.jpg","effects":[]} +{"_id":"wgBKZNeRN1XsE9I7","name":"Flail +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"woWZ1sO5IUVGzo58","name":"Thieves’ Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lockpick.jpg","effects":[]} +{"_id":"wqVSRfkcTjuhvDyx","name":"Necklace of Prayer Beads","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement by a cleric, druid, or paladin)

\n

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

\n

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a power that you can cast from it as a bonus action (using your power save DC if a save is necessary). Once a magic bead's power is cast, that bead can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Bead of...PowerGuide Price per Bead (gp)
1-6Blessing@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}2,000
7-12Curing@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} (2nd level) or @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}4,000
13-16Favor@Compendium[sw5e.powers.WzvJ7G3cqvIubsLk]{Greater Restoration}32,000
17-18Smiting@Compendium[sw5e.powers.7UwUjJ6owIQkEPrs]{Branding Smite}1,500
19Summons@Compendium[sw5e.powers.fkREcytuZ8sngWtC]{Planar Ally}128,000
20Wind Walking@Compendium[sw5e.powers.8PJAsHmbu6UgDHC0]{Wind Walk}96,000
\n

**Foundry note: the 6 charges reflect the maximum number of beads able to be found; please adjust as required.

\n

Additionally, the guide price is a guide only and should be adjusted accordingly to reflect the Dungeon Master's world.

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":0,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"The necklace must be currently worn."},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":6,"max":6,"per":"day"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/beads-rune.jpg","effects":[]} +{"_id":"wtctR6tCcYbQPiS0","name":"Longsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_24.jpg","effects":[]} +{"_id":"wwNpAz2KMukovewN","name":"Necklace of Adaptation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as @Compendium[sw5e.powers.LkvI11Uue774QBKZ]{Cloudkill} and @Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud} effects, inhaled poisons, and the breath weapons of some dragons).

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":1500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/pendant-blue.jpg","effects":[]} +{"_id":"x12sDhylcf8843fT","name":"Light Crossbow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":5,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]} +{"_id":"x1GUgZYjMubaFavx","name":"Crossbow Bolt +2","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":100,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bolt.png","effects":[]} +{"_id":"x7LfMrLafLKfemGH","name":"Ring of Jumping","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can cast the @Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump} power from it as a bonus action at will, but can target only yourself when you do so.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":2500,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-iron.jpg","effects":[]} +{"_id":"x9I9vdo4kafHDjcO","name":"Sling Bullet +3","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":400,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["3","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo"},"sort":4200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} +{"_id":"xDK9GQd2iqOGH8Sd","name":"Sprig of Mistletoe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardy sprig of mistletoe, holly, or some other sacred leaf, picked from a tree whose roots are sunken deep into a ley line. Those who heed nature's call are able to harness this connection to call forth the incredible power of nature.

\n

Powercasting Focus. A druidic focus is a special item designed to channel the power of powers from the druid's power list. A druid can use such an item as a powercasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/items/inventory/plant-leaf.jpg","effects":[]} +{"_id":"xEtBeZjJnkDXojQM","name":"Staff of Frost","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid, sorcerer, warlock, or wizard)

\n

You have resistance to cold damage while you hold this staff.

\n

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following powers from it, using your power save DC: @Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold} (5 charges), @Compendium[sw5e.powers.IBJmWjzbQGu7M4UX]{Fog Cloud} (1 charge), @Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm} (4 charges), or @Compendium[sw5e.powers.fzZnVKLmBMo2f5up]{Wall of Ice} (4 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":26000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-blue.jpg","effects":[]} +{"_id":"xKErqkLo4ASYr5EP","name":"Woodcarver's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in woodcarving.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/axe-wood.jpg","effects":[]} +{"_id":"xMkP8BmFzElcsMaR","name":"Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"50","attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false},"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-great.jpg","effects":[]} +{"_id":"xbVpKtrQ6tJsPhXX","name":"Half Plate Armor +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":24750,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":false},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} +{"_id":"xjRSY2ECcc9viSz3","name":"Scarab of Protection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

\n
    \n
  • You have advantage on saving throws against powers.
  • \n
  • The scarab has 12 charges. If you fail a saving throw against a necromancy power or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
  • \n
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 199","quantity":1,"weight":1,"price":36000,"attunement":0,"equipped":{"type":"Boolean","label":"Equipped"},"rarity":"Legendary","identified":true,"activation":{"type":"reaction","cost":1,"condition":"Charges are consumed by necromancy powers or an undead caster."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":12,"max":12,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/chrysalis.jpg","effects":[]} +{"_id":"xjme5oSQZmdAy1fc","name":"Well of Many Worlds","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold and place the Well of Many Worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once a Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":250000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/water_01.jpg","effects":[]} +{"_id":"xw2kL7Puwg4wfjW3","name":"Giant Slayer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":3,"price":7000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 +@mod +1"},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-arcane.jpg","effects":[]} +{"_id":"xw99pcqPBVwtMOLw","name":"Potion of Necrotic Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Necrotic type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2300000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-violet.jpg","effects":[]} +{"_id":"xwUWrV15s9jLnmfZ","name":"Lock","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"touch","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket"},"sort":3900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/lock.jpg","effects":[]} +{"_id":"xzZQIIxXjNJwNqnp","name":"Shield +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +2. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":4,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/badge-blue.jpg","effects":[]} +{"_id":"yiYCqmD5n08NftYk","name":"Sun Blade","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Sun Blade.

\n

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

\n

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":3,"price":12000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","radiant"]],"versatile":"1d10 + @mod +2"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_11.jpg","effects":[]} +{"_id":"ykB6UKv5BuQnSRSL","name":"Frost Brand Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":6,"price":2200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} +{"_id":"ykefWXBjq3y6y9Se","name":"Manual of Gainful Exercise","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]} +{"_id":"yoFff2zdTloKx1if","name":"Pike +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} +{"_id":"ytlsBjYsZ7OBSEBs","name":"Potion of Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 2d4+2 hit points when you drink this potion.

\n

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/potions/minor-red.jpg","effects":[]} +{"_id":"yxHi57T5mmVt0oDr","name":"Bagpipes","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A set of bagpipes to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":30,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flask.jpg","effects":[]} +{"_id":"z0lIRURcyDYt1kLK","name":"Flail +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]} +{"_id":"z67d1DZzqDPmgEwP","name":"Signal Whistle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A whistle can produce specific noise. It can be heard half a mile away.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.05,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/trinket-carving.jpg","effects":[]} +{"_id":"z9SbsMIBZzuhZOqT","name":"Sling Bullet","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling.

\n

**Foundry note: It will usually be impossible to buy one sling bullet because they are worth less than a copper piece (5 bullets = 1 cp).

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.075,"price":0.002,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"ammo","attributes":{"powerdc":10}},"sort":4300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/bullet.jpg","effects":[]} +{"_id":"z9fFB1uaGJvcXTf7","name":"Trident +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":4,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/arrow_13.jpg","effects":[]} +{"_id":"zBX8LLC2CjC89Dzl","name":"Potion of Thunder Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Thunder type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} +{"_id":"zDJ4oEt5HArN1xmP","name":"Elemental Gem of Air","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This blue sapphire contains a mote of elemental energy. When you use an action to break the gem, an @Compendium[sw5e.monsters.banHjKDMCegbUwYE]{Air Elemental}is summoned as if you had cast the @Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental} power, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/gem-blue.jpg","effects":[]} +{"_id":"zIpNJyuOxp2raizE","name":"Splint Armor +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":60,"price":6200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":19,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"sort":850000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} +{"_id":"zJ5LhDvTxYKzPIx4","name":"Sovereign Glue","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.

\n

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power.

\n

Foundry note: the 7 charges reflect the maximum amount a character can find. Please adjust as required.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0.25,"price":400,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Takes 1 minute to set."},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10},"details":{"description":"

Wondrous item

\n

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with @Compendium[sw5e.items.FIDyR0kZnxGy7bj8]{Oil of Slipperiness}. When found, a container contains 1d6 + 1 ounces.

\n

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of @Compendium[sw5e.items.MAwoj2suj6cvb9Ti]{Universal Solvent} or @Compendium[sw5e.items.Xbq8CyXSRV358SfP]{Oil of Etherealness}, or with a @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} power.

\n

Foundry note: the 7 charges reflect the maximum amount a character can find. Please adjust as required.

"}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/flask-dark.jpg","effects":[]} +{"_id":"zSKorO6lwT7vs2uk","name":"Berserker Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":7,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/battleaxe.png","effects":[]} +{"_id":"zWSB0NCllWaSVoNT","name":"Dancing Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":6,"price":2000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_11.jpg","effects":[]} +{"_id":"zgZkJAyFAfYmyn11","name":"Potion of Acid Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Acidic type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-green.jpg","effects":[]} +{"_id":"zibIgdxPz8QHSCg6","name":"Vicious Pike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":18,"price":350,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":3400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} diff --git a/packs/monsterfeatures.db b/packs/monsterfeatures.db index e7ce93c2..d9713e7f 100644 --- a/packs/monsterfeatures.db +++ b/packs/monsterfeatures.db @@ -1,14 +1,14 @@ {"_id":"0YuGSS8E8ElHLRyb","name":"Fire Form","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the {type} or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

In addition, the {type} can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

A creature that touches the {type} or hits it with a melee attack while within 5 ft. of it takes fire damage. In addition, the {type} can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes fire damage and catches fire; until someone takes an action to douse the fire, the creature takes fire damage at the start of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_12.jpg","effects":[]} -{"_id":"0awyZX05OnVLF4k2","name":"Blinding Spittle","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact.

\n

Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the {creature}'s next turn.

\n
\n

The {creature} spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_02.jpg","effects":[]} +{"_id":"0awyZX05OnVLF4k2","name":"Blinding Spittle","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact.

Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the {creature}'s next turn.

\n
\n

The {creature} spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_02.jpg","effects":[]} {"_id":"0gl43AC57cvJaW7D","name":"Gnome Cunning","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]} {"_id":"0npeEcwmiVMdwGMV","name":"Damage Transfer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While attached to a creature, the {creature} takes only half the damage dealt to it (rounded down) and that creature takes the other half.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/ice_12.jpg","effects":[]} -{"_id":"0z5v1BfMqQl5Z7UW","name":"Corrode Metal","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Any nonmagical weapon made of metal that hits the {type} corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls.

\n

If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the {type} is destroyed after dealing damage. The {type} can eat through 2-inch-thick, nonmagical metal in 1 round.

\n
\n

The {type} corrodes metal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_11.jpg","effects":[]} +{"_id":"0z5v1BfMqQl5Z7UW","name":"Corrode Metal","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Any nonmagical weapon made of metal that hits the {type} corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls.

If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the {type} is destroyed after dealing damage. The {type} can eat through 2-inch-thick, nonmagical metal in 1 round.

\n
\n

The {type} corrodes metal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_11.jpg","effects":[]} {"_id":"108q5fJnnBRoLKfe","name":"Brave","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on saving throws against being Frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]} -{"_id":"1XeF2VMMPw7QYffo","name":"Create Whirlwind","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the {creature} can see within 120 feet of it. The whirlwind lasts as long as the {creature} maintains concentration (as if concentrating on a power).

\n

Any creature but the {creature} that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The {creature} can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the {creature} loses sight of it.

\n

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

\n
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the {creature} can see within 120 feet of it. Any creature but the {creature} that enters the whirlwind must make a Strength saving throw or be restrained by it. The {creature} can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]} +{"_id":"1XeF2VMMPw7QYffo","name":"Create Whirlwind","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the {creature} can see within 120 feet of it. The whirlwind lasts as long as the {creature} maintains concentration (as if concentrating on a power).

Any creature but the {creature} that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The {creature} can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the {creature} loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

\n
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the {creature} can see within 120 feet of it. Any creature but the {creature} that enters the whirlwind must make a Strength saving throw or be restrained by it. The {creature} can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]} {"_id":"1w6k5iHV8QSz5w46","name":"Labyrinthine Recall","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can perfectly recall any path it has traveled.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_15.jpg","effects":[]} {"_id":"2l557y06401lwsqs","name":"Light Sensitivity","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While in bright light, the {creature} has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_39.jpg","effects":[]} {"_id":"3iLXiqhhOgXOMMg7","name":"Ethereal Jaunt","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a bonus action, the {creature} can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_26.jpg","effects":[]} -{"_id":"3lDp8DtWwNDHSvxX","name":"Amorphous","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can move through a space as narrow as 1 inch wide without squeezing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_23.jpg","effects":[]} +{"_id":"3lDp8DtWwNDHSvxX","name":"Amorphous","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can move through a space as narrow as 1 inch wide without squeezing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_23.jpg","effects":[]} {"_id":"3mrPXaxalJxpxVrv","name":"Tunneler","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_10.jpg","effects":[]} {"_id":"43BnuqkQgg5l1Nfh","name":"Sleep Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

**Sleep Breath.** The {type} exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The {type} exhales sleep gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_01.jpg","effects":[]} {"_id":"4Fap14HgvAwTAZuD","name":"Amphibious","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]} @@ -21,7 +21,7 @@ {"_id":"5V7SCABXvIbnk2Zn","name":"Water Susceptibility","permission":{"default":0},"type":"feat","data":{"description":{"value":"

For every 5 ft. the {type} moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_36.jpg","effects":[]} {"_id":"5rr8YdsGtL8WxEuE","name":"Chomp","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} makes one bite attack or uses its Swallow.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_07.jpg","effects":[]} {"_id":"6HJpLJxctQdMLeuB","name":"Antennae","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it.

If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the {creature}'s touch.If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

The {creature} corrodes a ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"dex"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_42.jpg","effects":[]} -{"_id":"6ej6jlwh8ryDEzlB","name":"Animate Chains","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Up to four chains the {type} can see within 60 feet of it magically sprout razor-edged barbs and animate under the {type}'s control, provided that the chains aren't being worn or carried.

\n

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the {type} uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the {type} is incapacitated or dies.

\n
\n

Up to four chains the {type} can see within 60 feet of it magically sprout razor-edged barbs and animate under the {type}'s control, provided that the chains aren't being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/items/inventory/chain-gold.jpg","effects":[]} +{"_id":"6ej6jlwh8ryDEzlB","name":"Animate Chains","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Up to four chains the {type} can see within 60 feet of it magically sprout razor-edged barbs and animate under the {type}'s control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the {type} uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the {type} is incapacitated or dies.

\n
\n

Up to four chains the {type} can see within 60 feet of it magically sprout razor-edged barbs and animate under the {type}'s control, provided that the chains aren't being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/items/inventory/chain-gold.jpg","effects":[]} {"_id":"7HPC39yg8OYshJos","name":"Cast a Power","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} casts a power from its list of prepared powers, using a power slot as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]} {"_id":"7NML6SkyvOsZ17iq","name":"Aggressive","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a bonus action, the {creature} can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_22.jpg","effects":[]} {"_id":"7WfeHV27l7DMcuTG","name":"Flyby","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} doesn't provoke opportunity attacks when it flies out of an enemy's reach.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Owl","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_15.jpg","effects":[]} @@ -36,20 +36,20 @@ {"_id":"ARWpuy82jh0daSDa","name":"Turn Immunity","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} is immune to features that turn undead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_19.jpg","effects":[]} {"_id":"Av7H0ymGdPeTsnwV","name":"Regeneration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} regains 10 hit points at the start of its turn if it has at least 1 hit point.

The {creature} regains 10 hit points at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]} {"_id":"B2kZOyrB7poB4liR","name":"Blood Frenzy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on melee attack rolls against any creature that doesn't have all its hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_03.jpg","effects":[]} -{"_id":"BDnjS1sQi2pdARh8","name":"Stone Golem - Slow","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic.

\n

On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The {creature} targets one or more creatures it can see within 10 ft. of it. Each target must make a Wisdom saving throw against this magic. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/mech_4.jpg","effects":[]} +{"_id":"BDnjS1sQi2pdARh8","name":"Stone Golem - Slow","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic.

On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The {creature} targets one or more creatures it can see within 10 ft. of it. Each target must make a Wisdom saving throw against this magic. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/mech_4.jpg","effects":[]} {"_id":"BiasCPpNsaAVKzIj","name":"Paralyzing Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

**Paralyzing Breath.** The {type} exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The {type} exhales paralyzing gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]} {"_id":"BnuDkgCOeGvAoYhy","name":"Rampage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When the {creature} reduces a creature to 0 hit points with a melee attack on its turn, the {creature} can take a bonus action to move up to half its speed and make a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/red_12.jpg","effects":[]} {"_id":"BpwXJvMA7MfVQ7i6","name":"Rock Catching","permission":{"default":0},"type":"feat","data":{"description":{"value":"

If a rock or similar object is hurled at the {type}, the {type} can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

If a rock or similar object is hurled at the {type}, the {type} can catch the missile and take no bludgeoning damage from it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} -{"_id":"CvtGj6YimGuZdrhB","name":"Ooze Cube","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the {creature}'s Engulf and has disadvantage on the saving throw. Creatures inside the {creature} can be seen but have total cover.

\n

A creature within 5 feet of the {creature} can take an action to pull a creature or object out of the {creature}. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The {creature} can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

\n
\n

The {creature} takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the {creature}'s Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the {creature} can take an action to pull a creature or object out of the {creature}. Doing so requires a successful Strength check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_04.jpg","effects":[]} +{"_id":"CvtGj6YimGuZdrhB","name":"Ooze Cube","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the {creature}'s Engulf and has disadvantage on the saving throw. Creatures inside the {creature} can be seen but have total cover.

A creature within 5 feet of the {creature} can take an action to pull a creature or object out of the {creature}. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The {creature} can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

\n
\n

The {creature} takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the {creature}'s Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the {creature} can take an action to pull a creature or object out of the {creature}. Doing so requires a successful Strength check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_04.jpg","effects":[]} {"_id":"DPrO7eVVxiKD8QWD","name":"Claw Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} makes one claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_06.jpg","effects":[]} {"_id":"E8SiDA7Z3Ybd6wt0","name":"Faultless Tracker","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} is given a quarry by its summoner. The {creature} knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The {creature} also knows the location of its summoner.

\n
\n

The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]} {"_id":"EMygUh5uRujWaFYK","name":"Ambusher","permission":{"default":0},"type":"feat","data":{"description":{"value":"

In the first round of a combat, the {creature} has advantage on attack rolls against any creature it has surprised.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]} {"_id":"EguIm3u5kkopYwEM","name":"Disrupt Life","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Each non-{type} creature within 20 feet of the {creature} must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

\n
\n

Each non-{type} creature within 20 feet of the {creature} must make a Constitution saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"","amount":3},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_01.jpg","effects":[]} -{"_id":"Eh80lkzHiEOJP8FI","name":"Engulf","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the {creature} enters a creature's space, the creature must make a DC 12 Dexterity saving throw.On a successful save, the creature can choose to be pushed 5 feet back or to the side of the {creature}. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

\n

On a failed save, the {creature} enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the {creature}'s turns. When the {creature} moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the {creature}.

\n
\n

Whenever the {creature} enters a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the {creature}. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d6","save":{"ability":"dex","dc":12,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_36.jpg","effects":[]} -{"_id":"EmlE1a0rhucK2UT1","name":"Death Throes","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

When the {creature} dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

\n

The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the {creature}'s weapons.

\n
\n

When the {creature} dies, it explodes, and each creature within 30 feet of it must make a Dexterity saving throw. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the {creature}'s weapons.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":"Upon death"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/explosion-red-3.jpg","effects":[]} +{"_id":"Eh80lkzHiEOJP8FI","name":"Engulf","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the {creature} enters a creature's space, the creature must make a DC 12 Dexterity saving throw.On a successful save, the creature can choose to be pushed 5 feet back or to the side of the {creature}. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the {creature} enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the {creature}'s turns. When the {creature} moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the {creature}.

\n
\n

Whenever the {creature} enters a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the {creature}. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d6","save":{"ability":"dex","dc":12,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_36.jpg","effects":[]} +{"_id":"EmlE1a0rhucK2UT1","name":"Death Throes","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

When the {creature} dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the {creature}'s weapons.

\n
\n

When the {creature} dies, it explodes, and each creature within 30 feet of it must make a Dexterity saving throw. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the {creature}'s weapons.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":"Upon death"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/explosion-red-3.jpg","effects":[]} {"_id":"Enhb3XowXPMsVapw","name":"Treasure Sense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/gray_05.jpg","effects":[]} {"_id":"EqoLg8T8EHvhJgKE","name":"Multiattack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} makes a number of attacks in one action. These attacks can be of the same type or a mixed variety of its attack actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]} -{"_id":"Ervkb8H99e2Beiae","name":"Vampire Weaknesses","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has the following flaws:

\n

Forbiddance. The {creature} can't enter a residence without an invitation from one of the occupants.

\n

Harmed by Running Water. The {creature} takes 20 acid damage if it ends its turn in running water.

\n

Stake to the Heart. If a piercing weapon made of wood is driven into the {creature}'s heart while the {creature} is incapacitated in its resting place, the {creature} is paralyzed until the stake is removed.

\n

Sunlight Hypersensitivity. The {creature} takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_40.jpg","effects":[]} +{"_id":"Ervkb8H99e2Beiae","name":"Vampire Weaknesses","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has the following flaws:

Forbiddance. The {creature} can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The {creature} takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the {creature}'s heart while the {creature} is incapacitated in its resting place, the {creature} is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The {creature} takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_40.jpg","effects":[]} {"_id":"F14aW2Ke3I5ZtSg4","name":"Sunlight Sensitivity","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While in sunlight, the {creature} has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} {"_id":"F3gzBbCW7U14zkBF","name":"Illumination","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} {"_id":"FHrFOjEfkdRm4u43","name":"Inscrutable","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} is immune to any effect that would sense its emotions or read its thoughts, as well as any divination power that it refuses. Wisdom (Insight) checks made to ascertain the {creature}'s intentions or sincerity have disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_09.jpg","effects":[]} @@ -57,10 +57,10 @@ {"_id":"FXHEc39G2d19opuE","name":"Spider Climb","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_23.jpg","effects":[]} {"_id":"FzbCXXFlZVpcea4t","name":"Move (legendary)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} moves up to half its speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]} {"_id":"GSgfXL9DyDA3GD0n","name":"Rust Metal","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Any nonmagical weapon made of metal that hits the {creature} corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the {creature} is destroyed after dealing damage.

Any nonmagical weapon made of metal that hits the {creature} corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_13.jpg","effects":[]} -{"_id":"H306eluIH47Wfr0U","name":"Dreadful Glare","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one creature it can see within 60 ft. of it. If the target can see the {creature}, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the {creature}'s next turn.

\n

If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

\n
\n

The {creature} targets one creature it can see within 60 ft. of it. If the target can see the {creature}, it must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_11.jpg","effects":[]} +{"_id":"H306eluIH47Wfr0U","name":"Dreadful Glare","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one creature it can see within 60 ft. of it. If the target can see the {creature}, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the {creature}'s next turn.

If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

\n
\n

The {creature} targets one creature it can see within 60 ft. of it. If the target can see the {creature}, it must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_11.jpg","effects":[]} {"_id":"HMOOZRxolMmv91xm","name":"Mucous Cloud","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

While underwater, the {creature} is surrounded by transformative mucus. A creature that touches the {creature} or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

\n
\n

While underwater, the {creature} is surrounded by transformative mucus. A creature that touches the {creature} or that hits it with a melee attack while within 5 ft. of it must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/water_05.jpg","effects":[]} {"_id":"Hc6MqLQhPTI1KOvm","name":"Magic Resistance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]} -{"_id":"IALpDTyYdDOzmDb5","name":"Luring Song","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} sings a magical melody. Every humanoid and giant within 300 ft. of the {creature} that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The {creature} must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the {creature} is incapacitated.

\n

While charmed by the {creature}, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the {creature}, the target must move on its turn toward the {creature} by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the {creature}, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

\n

A target that successfully saves is immune to this {creature}'s song for the next 24 hours.

\n
\n

The {creature} sings a magical melody. Every humanoid and giant within 300 ft. of the {creature} that can hear the song must make a Wisdom saving throw. A creature can also repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":300,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]} +{"_id":"IALpDTyYdDOzmDb5","name":"Luring Song","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} sings a magical melody. Every humanoid and giant within 300 ft. of the {creature} that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The {creature} must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the {creature} is incapacitated.

While charmed by the {creature}, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the {creature}, the target must move on its turn toward the {creature} by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the {creature}, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this {creature}'s song for the next 24 hours.

\n
\n

The {creature} sings a magical melody. Every humanoid and giant within 300 ft. of the {creature} that can hear the song must make a Wisdom saving throw. A creature can also repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":300,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]} {"_id":"IHh6n8uZBGqyRfZz","name":"Weakening Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

**Weakening Breath.** The {type} exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The {type} exhales gas in a 60-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]} {"_id":"IwQRhCTgCfAADyt8","name":"Reel","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} pulls each creature grappled by it up to 25 ft. straight toward it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_22.jpg","effects":[]} {"_id":"IwqUTWqdgrKEvohr","name":"Assassinate","permission":{"default":0},"type":"feat","data":{"description":{"value":"

During its first turn, the {creature} has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the {creature} scores against a surprised creature is a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_13.jpg","effects":[]} @@ -69,19 +69,19 @@ {"_id":"JAEclghgOT24pQD9","name":"Poison Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

The {type} exhales poisonous gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]} {"_id":"JAnMheqgFhkLF2ET","name":"Sense Magic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} senses magic within 120 feet of it at will. This trait otherwise works like the detect magic power but isn't itself magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_22.jpg","effects":[]} {"_id":"JRy507rS9wxT3GBh","name":"Slowing Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

**Slowing Breath.** The {type} exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The {type} exhales gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]} -{"_id":"JcfHlAcfwSWnt7Ud","name":"Rejuvenation","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If it dies, the {creature} returns to life in 1d6 days and regains all its hit points.

\n

Only a wish power can prevent this trait from functioning.

\n
\n

If it dies, the {creature} returns to life in 1d6 days and regains all its hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-3.jpg","effects":[]} +{"_id":"JcfHlAcfwSWnt7Ud","name":"Rejuvenation","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If it dies, the {creature} returns to life in 1d6 days and regains all its hit points.

Only a wish power can prevent this trait from functioning.

\n
\n

If it dies, the {creature} returns to life in 1d6 days and regains all its hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-3.jpg","effects":[]} {"_id":"JnLN0Rz60WHXk2Fr","name":"Keen Senses","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]} -{"_id":"JsAys4RSGi4lN5Jy","name":"Change Shape","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the {type}'s choice).

\n

In a new form, the {type} retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} -{"_id":"KMQAgNxBCAHrd2JU","name":"Antimagic Susceptibility","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} is incapacitated while in the area of an antimagic field.

\n

If targeted by dispel magic, the {creature} must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

\n
\n

The {creature} is incapacitated while in the area of an antimagic field.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_26.jpg","effects":[]} +{"_id":"JsAys4RSGi4lN5Jy","name":"Change Shape","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the {type}'s choice).

In a new form, the {type} retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} +{"_id":"KMQAgNxBCAHrd2JU","name":"Antimagic Susceptibility","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} is incapacitated while in the area of an antimagic field.

If targeted by dispel magic, the {creature} must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

\n
\n

The {creature} is incapacitated while in the area of an antimagic field.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_26.jpg","effects":[]} {"_id":"KTsFgSQlDetDDm1f","name":"Lightning Absorption","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Whenever the {creature} is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]} -{"_id":"KcUjvqIXZI3APp5a","name":"Breath Weapons","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

(NOTE: THIS SHOULD BE USED ONLY IF THE CREATURE HAS MORE THAN ONE TYPE OF BREATH WEAPON, AND CONTAINS THE CHARGES FOR THOSE BREATH WEAPONS. EACH BREATH WEAPON ITSELF SHOULD ALSO BE ADDED.)

\n


The {type} uses one of the following breath weapons.

\n

**Fire Breath.** The {type} exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The {type} exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The {type} breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]} -{"_id":"KoBGbIkb2tMZv0ch","name":"Aberrant Ground","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The ground in a 10-foot radius around the {creature} is doughlike difficult terrain.

\n

Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

\n
\n

The ground in a 10-foot radius around the {creature} is doughlike difficult terrain. make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_03.jpg","effects":[]} -{"_id":"Kwt8YDIBHg6JO2v2","name":"Wall of Ice","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.

\n

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

\n

The wall lasts for 1 minute or until the {creature} is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

\n
\n

The {creature} magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a Dexterity saving throw.

\n

The wall can be damaged and breached. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"a solid surface it can see within 60 ft."},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"ft","type":"line"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d6","save":{"ability":"dex","dc":17,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_30.jpg","effects":[]} -{"_id":"Kx011zSOyhqEumH5","name":"Tail Swipe (Legendary)","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} makes one tail attack.

\n
\n

The {creature} swipes its tail against its prey!

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]} +{"_id":"KcUjvqIXZI3APp5a","name":"Breath Weapons","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

(NOTE: THIS SHOULD BE USED ONLY IF THE CREATURE HAS MORE THAN ONE TYPE OF BREATH WEAPON, AND CONTAINS THE CHARGES FOR THOSE BREATH WEAPONS. EACH BREATH WEAPON ITSELF SHOULD ALSO BE ADDED.)


The {type} uses one of the following breath weapons.

**Fire Breath.** The {type} exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

**Sleep Breath.** The {type} exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The {type} breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]} +{"_id":"KoBGbIkb2tMZv0ch","name":"Aberrant Ground","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The ground in a 10-foot radius around the {creature} is doughlike difficult terrain.

Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

\n
\n

The ground in a 10-foot radius around the {creature} is doughlike difficult terrain. make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_03.jpg","effects":[]} +{"_id":"Kwt8YDIBHg6JO2v2","name":"Wall of Ice","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until the {creature} is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

\n
\n

The {creature} magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a Dexterity saving throw.

The wall can be damaged and breached. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"a solid surface it can see within 60 ft."},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"ft","type":"line"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d6","save":{"ability":"dex","dc":17,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_30.jpg","effects":[]} +{"_id":"Kx011zSOyhqEumH5","name":"Tail Swipe (Legendary)","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} makes one tail attack.

\n
\n

The {creature} swipes its tail against its prey!

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]} {"_id":"L7myj23X3PFPUNh6","name":"Regional Effects","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]} -{"_id":"LJTY3nl1cp9go4eT","name":"Fire Aura","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

At the start of each of the {creature}'s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.

\n

A creature that touches the {creature} or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

\n
\n

At the start of each of the {creature}'s turns, each creature within 5 feet of it takes fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the {creature} or hits it with a melee attack while within 5 feet of it takes fire damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]} +{"_id":"LJTY3nl1cp9go4eT","name":"Fire Aura","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

At the start of each of the {creature}'s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.

A creature that touches the {creature} or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

\n
\n

At the start of each of the {creature}'s turns, each creature within 5 feet of it takes fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the {creature} or hits it with a melee attack while within 5 feet of it takes fire damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]} {"_id":"LO4nrudXAKJ4DbQI","name":"Channel Negative Energy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically unleashes negative energy. Creatures within 60 feet of the {creature}, including ones behind barriers and around corners, can't regain hit points until the end of the {creature}'s next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_06.jpg","effects":[]} -{"_id":"LUHmtIDD1VTreFqI","name":"Incorporeal Movement","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} can move through other creatures and objects as if they were difficult terrain.

\n

It takes 5 (1d10) force damage if it ends its turn inside an object.

\n
\n

The {creature} can move through other creatures and objects as if they were difficult terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]} +{"_id":"LUHmtIDD1VTreFqI","name":"Incorporeal Movement","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

\n
\n

The {creature} can move through other creatures and objects as if they were difficult terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]} {"_id":"LVnd9fq9cQj7rR0Q","name":"Lightning Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

The {type} exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":90,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]} {"_id":"LkepRN2rP3Hp4orY","name":"Grasping Tendrils","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage).

Destroying a tendril deals no damage to the {creature}, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

The {creature} can have up to six tendrils at a time. Each tendril can be attacked. A tendril can also be broken if a creature takes an action and succeeds on a Strength check against it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[]} {"_id":"LvSBjRKoCAKaAnQy","name":"Fey Ancestry","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on saving throws against being charmed, and magic can't put the {creature} to sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} @@ -89,7 +89,7 @@ {"_id":"MBOiQSnMr02wUpEN","name":"Limited Magic Immunity","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can't be affected or detected by powers of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other powers and magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]} {"_id":"MFuiImIvLzYA3osc","name":"Immutable Form","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} is immune to any power or effect that would alter its form.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_05.jpg","effects":[]} {"_id":"MLVEyA7VcWu9uXqV","name":"Fear Aura","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Any creature hostile to the {creature} that starts its turn within 20 feet of the {creature} must make a DC 21 Wisdom saving throw, unless the {creature} is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the {creature}'s Fear Aura for the next 24 hours.

Any creature hostile to the {creature} that starts its turn within 20 feet of the {creature} must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/water_07.jpg","effects":[]} -{"_id":"MqAVplIArAKzpnXB","name":"Pounce","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If the {creature} moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

\n

If the target is prone, the {creature} can make one bite attack against it as a bonus action.

\n
\n

If the {creature} moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat","value":"str"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_23.jpg","effects":[]} +{"_id":"MqAVplIArAKzpnXB","name":"Pounce","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If the {creature} moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

If the target is prone, the {creature} can make one bite attack against it as a bonus action.

\n
\n

If the {creature} moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat","value":"str"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_23.jpg","effects":[]} {"_id":"NI3FPb5jQsePdlVl","name":"Possession","permission":{"default":0},"type":"feat","data":{"description":{"value":"

One humanoid that the {creature} can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the {creature}; the {creature} then disappears, and the target is incapacitated and loses control of its body. The {creature} now controls the body but doesn't deprive the target of awareness.

The {creature} can't be targeted by any attack, power, or other effect, except ones that turn {type}, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.The possession lasts until the body drops to 0 hit points, the {creature} ends it as a bonus action, or the {creature} is turned or forced out by an effect like the dispel evil and good power. When the possession ends, the {creature} reappears in an unoccupied space within 5 ft. of the body. The target is immune to this {creature}'s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

One humanoid that the {creature} can see within 5 ft. of it must make a Charisma saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":13,"scaling":"flat"},"requirements":"","recharge":{"value":6,"charged":true}},"flags":{},"img":"systems/sw5e/icons/powers/horror-eerie-3.jpg","effects":[]} {"_id":"NfTCXq8eRrqjhvAo","name":"Ethereal Stride","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_26.jpg","effects":[]} {"_id":"NmWSgqxpYfhrvQKq","name":"Detect (Legendary)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} makes a Wisdom (Perception) check.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"wis","actionType":"abil","attackBonus":0,"chatFlavor":"The aboleth focuses its gaze!","critical":null,"damage":{"parts":[],"versatile":""},"formula":"d20+@skills.prc.total","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]} @@ -103,16 +103,16 @@ {"_id":"PLBui1FCQuSlEqyI","name":"Reflective Carapace","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Any time the {creature} is targeted by a magic missile power, a line power, or a power that requires a ranged attack roll, roll a d6. On a 1 to 5, the {creature} is unaffected.

On a 6, the {creature} is unaffected, and the effect is reflected back at the caster as though it originated from the {creature}, turning the caster into the target.

The {creature} is unaffected, and the effect is reflected back at the caster as though it originated from the {creature}, turning the caster into the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/protect-royal-3.jpg","effects":[]} {"_id":"PPzVD90vab60FqCt","name":"Teleport","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"sr"},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} {"_id":"PqVfFNyOPmecrS7N","name":"Nimble Escape","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can take the Disengage or Hide action as a bonus action on each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]} -{"_id":"QCNJD2GuOZSTT4Wt","name":"Roar","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the {creature} and able to hear the roar must make a saving throw.

\n

**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

\n
\n

The {creature} emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different. Each creature within 500 feet of the {creature} and able to hear the roar must make a saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]} +{"_id":"QCNJD2GuOZSTT4Wt","name":"Roar","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the {creature} and able to hear the roar must make a saving throw.

**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

\n
\n

The {creature} emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different. Each creature within 500 feet of the {creature} and able to hear the roar must make a saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]} {"_id":"QMGBV7OSnXqWLdhr","name":"Barbed Hide","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At the start of each of its turns, the {creature} deals 5 (1d10) piercing damage to any creature grappling it.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]} -{"_id":"QOWoa60SwvsQJifN","name":"Berserk","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Whenever the {creature} starts its turn with 60 hit points or fewer, roll a d6. On a 6, the {creature} goes berserk. On each of its turns while berserk, the {creature} attacks the nearest creature it can see.

\n

If no creature is near enough to move to and attack, the {creature} attacks an object, with preference for an object smaller than itself. Once the {creature} goes berserk, it continues to do so until it is destroyed or regains all its hit points.

\n
\n

The {creature} goes berserk. On each of its turns while berserk, the {creature} attacks the nearest creature it can see. If no creature is near enough to move to and attack, the {creature} attacks an object, with preference for an object smaller than itself.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_12.jpg","effects":[]} +{"_id":"QOWoa60SwvsQJifN","name":"Berserk","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Whenever the {creature} starts its turn with 60 hit points or fewer, roll a d6. On a 6, the {creature} goes berserk. On each of its turns while berserk, the {creature} attacks the nearest creature it can see.

If no creature is near enough to move to and attack, the {creature} attacks an object, with preference for an object smaller than itself. Once the {creature} goes berserk, it continues to do so until it is destroyed or regains all its hit points.

\n
\n

The {creature} goes berserk. On each of its turns while berserk, the {creature} attacks the nearest creature it can see. If no creature is near enough to move to and attack, the {creature} attacks an object, with preference for an object smaller than itself.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_12.jpg","effects":[]} {"_id":"QiM1nbPzbLzKnfmP","name":"Tentacle Slam","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the {creature}'s next turn.

On a successful save, the target takes half the bludgeoning damage and isn't stunned.

The {creature} slams creatures grappled by it into each other or a solid surface. Each creature must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_02.jpg","effects":[]} -{"_id":"SGgVxdZbmsStfeGB","name":"Fey Charm","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one humanoid or beast that she can see within 30 feet of her. If the target can see the {creature}, it must succeed on a DC 14 Wisdom saving throw or be magically charmed.

\n

The charmed creature regards the {creature} as a trusted friend to be heeded and protected. Although the target isn't under the {creature}'s control, it takes the {creature}'s requests or actions in the most favorable way it can.Each time the {creature} or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the {creature} dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the {creature}'s Fey Charm for the next 24 hours. The {creature} can have no more than one humanoid and up to three beasts charmed at a time.

\n
\n

The {creature} targets one humanoid or beast that she can see within 30 feet of her. If the target can see the {creature}, it must make a Wisdom saving throw. Each time the {creature} or its allies do anything harmful to the target, it can repeat the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"one humanoid or beast"},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"spec","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_10.jpg","effects":[]} +{"_id":"SGgVxdZbmsStfeGB","name":"Fey Charm","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one humanoid or beast that she can see within 30 feet of her. If the target can see the {creature}, it must succeed on a DC 14 Wisdom saving throw or be magically charmed.

The charmed creature regards the {creature} as a trusted friend to be heeded and protected. Although the target isn't under the {creature}'s control, it takes the {creature}'s requests or actions in the most favorable way it can.Each time the {creature} or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the {creature} dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the {creature}'s Fey Charm for the next 24 hours. The {creature} can have no more than one humanoid and up to three beasts charmed at a time.

\n
\n

The {creature} targets one humanoid or beast that she can see within 30 feet of her. If the target can see the {creature}, it must make a Wisdom saving throw. Each time the {creature} or its allies do anything harmful to the target, it can repeat the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"one humanoid or beast"},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"spec","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_10.jpg","effects":[]} {"_id":"SlAF2AE4ZKoUvQql","name":"Create Specter","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently.

The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the {creature}'s control. The {creature} can have no more than seven specters under its control at one time.

The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_22.jpg","effects":[]} {"_id":"SrmR5UfLMFxTErTp","name":"Shielded Mind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]} {"_id":"T25IRJ66yUqi2F1m","name":"First Roar","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]} {"_id":"T2gLBBjrHTbLTdGc","name":"Wakeful","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When one of the {creature}'s heads is asleep, its other head is awake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]} -{"_id":"TVPqMOcoLNFBUMyG","name":"Acid Absorption","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Whenever the {creature} is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_22.jpg","effects":[]} +{"_id":"TVPqMOcoLNFBUMyG","name":"Acid Absorption","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Whenever the {creature} is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_22.jpg","effects":[]} {"_id":"TyDSfYTJeKv7c8lB","name":"Air Form","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-3.jpg","effects":[]} {"_id":"UH57LTsTGDxl2oS6","name":"Fire Absorption","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Whenever the {creature} is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_30.jpg","effects":[]} {"_id":"UYorz1ZrfuoTRknp","name":"Shark Telepathy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can magically command any shark within 120 feet of it, using a limited telepathy.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_09.jpg","effects":[]} @@ -120,7 +120,7 @@ {"_id":"Uvy7vla2EhYSfTl0","name":"Ignited Illumination","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a bonus action, the {creature} can set itself ablaze or extinguish its flames. While ablaze, the {creature} sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_11.jpg","effects":[]} {"_id":"V1lW1vnrTpVTDr6o","name":"Pack Tactics","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on an attack roll against a creature if at least one of the {creature}'s allies is within 5 ft. of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Baboon","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_04.jpg","effects":[]} {"_id":"VYAnJjIgb5nPXfRr","name":"Undead Fortitude","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If damage reduces the {creature} to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the {creature} drops to 1 hit point instead.

\n
\n

If damage reduces the {creature} to 0 hit points, it must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"con"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_13.jpg","effects":[]} -{"_id":"VbBHypDc0eLWbsNE","name":"Nightmare Haunting","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

While on the Ethereal Plane, the {creature} magically touches a sleeping humanoid on the Material Plane. A protection from evil and good power cast on the target prevents this contact, as does a magic circle.

\n

As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration power or similar magic.

\n
\n

While on the Ethereal Plane, the {creature} magically touches a sleeping humanoid on the Material Plane. As long as the contact persists, the target has dreadful visions.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_25.jpg","effects":[]} +{"_id":"VbBHypDc0eLWbsNE","name":"Nightmare Haunting","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

While on the Ethereal Plane, the {creature} magically touches a sleeping humanoid on the Material Plane. A protection from evil and good power cast on the target prevents this contact, as does a magic circle.

As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration power or similar magic.

\n
\n

While on the Ethereal Plane, the {creature} magically touches a sleeping humanoid on the Material Plane. As long as the contact persists, the target has dreadful visions.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_25.jpg","effects":[]} {"_id":"VhByyxHJN7MNQJRd","name":"Shapechanger","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form.

Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The {creature} can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} {"_id":"VrPyFE3Hhjh0QjIO","name":"Ephemeral","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can't wear or carry anything.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_16.jpg","effects":[]} {"_id":"VvXrTnB2FscxqbG3","name":"Moan","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Each creature within 60 feet of the {creature} that can hear its moan and that isn't an {type} must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the {creature}'s next turn.

If a creature's saving throw is successful, the creature is immune to the {creature}'s moan for the next 24 hours.

Each creature within 60 feet of the {creature} that can hear its moan and that isn't an {type} must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_03.jpg","effects":[]} @@ -128,51 +128,51 @@ {"_id":"WbaKH3NLA3mvylfM","name":"Elemental Demise","permission":{"default":0},"type":"feat","data":{"description":{"value":"

If the {creature} dies, its body disintegrates into a warm breeze, leaving behind only equipment the {creature} was wearing or carrying.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_28.jpg","effects":[]} {"_id":"WdpSeGqhZpptz37y","name":"Bite","permission":{"default":0},"type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

\n
\n

The {creature} attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]} {"_id":"We6R4thWKYDRYlEc","name":"Ethereal Sight","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_09.jpg","effects":[]} -{"_id":"WqRzbokPG0am6AHb","name":"Charge","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If the {creature} moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage.

\n

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

\n
\n

If the {creature} moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes extra slashing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]} +{"_id":"WqRzbokPG0am6AHb","name":"Charge","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If the {creature} moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

\n
\n

If the {creature} moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes extra slashing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]} {"_id":"WtQHjfWuFrsYEns3","name":"Third Roar","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]} {"_id":"X96xsQjIolyHtV91","name":"Whirlwind of Sand","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the {creature} is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the {creature} remain in its possession.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_11.jpg","effects":[]} {"_id":"XFvk6ywwZWTkMmQR","name":"Dark Devotion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on saving throws against being charmed or frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]} {"_id":"XmLuhZYd9WnCWBlU","name":"Hellish Rejuvenation","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A {creature} that dies in the Nine Hells sometimes comes back to comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless power cast on that creature or its remains are sprinkled with holy water.

\n
\n

A {creature} that dies in the Nine Hells sometimes comes back to life.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Lemure","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]} -{"_id":"XwcFK21aM2BThgSk","name":"Fetid Cloud","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A 10-foot radius of disgusting green gas extends out from the {creature}. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it.

\n

Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. 1 use per day.

\n
\n

A 10-foot radius of disgusting green gas extends out from the {creature}. The gas spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day","type":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"flat","value":"con"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_16.jpg","effects":[]} +{"_id":"XwcFK21aM2BThgSk","name":"Fetid Cloud","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A 10-foot radius of disgusting green gas extends out from the {creature}. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it.

Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. 1 use per day.

\n
\n

A 10-foot radius of disgusting green gas extends out from the {creature}. The gas spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day","type":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"flat","value":"con"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_16.jpg","effects":[]} {"_id":"Xwj2GPqTxngS0j2L","name":"Blasphemous Word","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} utters a blasphemous word. Each non-{type} creature within 10 feet of the {creature} that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the {creature}'s next turn.

\n
\n

The {creature} utters a blasphemous word. Each non-{type} creature within 10 feet of the {creature} that can hear the magical utterance must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]} {"_id":"YKC7pwYkJSKn1vuw","name":"Ice Walk","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/ice_05.jpg","effects":[]} -{"_id":"YShGyidij4sLpyzF","name":"Horrific Appearance","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Any humanoid that starts its turn within 30 feet of the {creature} and can see the {creature}'s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success.

\n

If a creature's saving throw is successful or the effect ends for it, the creature is immune to the {creature}'s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the {creature}.

\n
\n

Any humanoid that starts its turn within 30 feet of the {creature} and can see the {creature}'s true form must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":30,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_19.jpg","effects":[]} -{"_id":"Z7U6z4HD1ORlkTIJ","name":"Frost Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

\n

 

\n
\n

The {creature} exhales a 15-foot cone of cold air. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":6,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_13.jpg","effects":[]} +{"_id":"YShGyidij4sLpyzF","name":"Horrific Appearance","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Any humanoid that starts its turn within 30 feet of the {creature} and can see the {creature}'s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to the {creature}'s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the {creature}.

\n
\n

Any humanoid that starts its turn within 30 feet of the {creature} and can see the {creature}'s true form must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":30,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_19.jpg","effects":[]} +{"_id":"Z7U6z4HD1ORlkTIJ","name":"Frost Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

\n
\n

The {creature} exhales a 15-foot cone of cold air. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":6,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_13.jpg","effects":[]} {"_id":"ZIGTG2qhkJ54jEk4","name":"Haste","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Recharge 5-6.

\n
\n

Until the end of its next turn, the {creature} magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use an attack as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":5,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]} {"_id":"aD3HKoBnJtZL6cDj","name":"Stunning Screech","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a {type} must succeed on a DC 14 Constitution saving throw or be stunned until the end of the {creature}'s next turn .

\n
\n

The {creature} emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a {type} must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]} -{"_id":"aH5ncM30tP8tPQ24","name":"Swallow","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the {creature}, and it takes 21 (6d6) acid damage at the start of each of the {creature}'s turns. A {creature} can have only one creature swallowed at a time.

\n

If the {creature} takes 30 damage or more on a single turn from the swallowed creature, the {creature} must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the {creature}. If the {creature} dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

\n
\n

The {creature} attacks with its Swallow.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_22.jpg","effects":[]} +{"_id":"aH5ncM30tP8tPQ24","name":"Swallow","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the {creature}, and it takes 21 (6d6) acid damage at the start of each of the {creature}'s turns. A {creature} can have only one creature swallowed at a time.

If the {creature} takes 30 damage or more on a single turn from the swallowed creature, the {creature} must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the {creature}. If the {creature} dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

\n
\n

The {creature} attacks with its Swallow.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_22.jpg","effects":[]} {"_id":"ao6mxTJVYy7WaVgW","name":"Blinding Dust","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Blinding dust and sand swirls magically around the {creature}. Each creature within 5 feet of the {creature} must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

\n
\n

Blinding dust and sand swirls magically around the {creature}. Each creature within 5 feet of the {creature} must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"con","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_15.jpg","effects":[]} -{"_id":"bG5Z45jj4wz0N3T6","name":"Deadly leap","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If the {creature} jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures.

\n

Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the {creature}'s space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the {creature}'s space.

\n
\n

If the {creature} jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must make a Strength or Dexterity saving throw (target's choice) or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} +{"_id":"bG5Z45jj4wz0N3T6","name":"Deadly leap","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If the {creature} jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures.

Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the {creature}'s space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the {creature}'s space.

\n
\n

If the {creature} jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must make a Strength or Dexterity saving throw (target's choice) or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_38.jpg","effects":[]} {"_id":"bGSW8IuWURWiWtxr","name":"Fire Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

**Fire Breath.** The {type} exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The {type} exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]} {"_id":"boO7LJ0RRinoWHyT","name":"Limited Amphibiousness","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

The {creature} can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]} {"_id":"bojUXmNOZ2rJVujD","name":"Ink Cloud","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A 20-foot-radius cloud of ink extends all around the {creature} if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the {creature} can use the Dash action as a bonus action. Recharges after a Short or Long Rest.

\n
\n

A 20-foot-radius cloud of ink extends all around the {creature} if it is underwater.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_09.jpg","effects":[]} {"_id":"c4Q6NDCLJSNcNc9T","name":"Water Breathing","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can breathe only underwater.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Octopus","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_12.jpg","effects":[]} {"_id":"cSA0EbjlxCbst4gJ","name":"Siege Monster","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_14.jpg","effects":[]} -{"_id":"cZm13DxOe9lZyGFT","name":"Corrosive Form","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A creature that touches the {creature} or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the {creature} corrodes.

\n

After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the {creature} is destroyed after dealing damage. The {creature} can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

\n
\n

A creature that touches the {creature} or hits it with a melee attack while within 5 feet of it takes acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_11.jpg","effects":[]} +{"_id":"cZm13DxOe9lZyGFT","name":"Corrosive Form","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A creature that touches the {creature} or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the {creature} corrodes.

After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the {creature} is destroyed after dealing damage. The {creature} can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

\n
\n

A creature that touches the {creature} or hits it with a melee attack while within 5 feet of it takes acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_11.jpg","effects":[]} {"_id":"cl5sUkAIeJoAG4gh","name":"Leadership","permission":{"default":0},"type":"feat","data":{"description":{"value":"

For 1 minute, the {creature} can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the {creature}. A creature can benefit from only one Leadership die at a time. This effect ends if the {creature} is incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/red_26.jpg","effects":[]} {"_id":"cpnrDGQrqgPlSmwR","name":"Frightening Gaze","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become grappled for 1 minute. The grappled target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the {creature}'s gaze for the next 24 hours.

\n
\n

The {creature} fixes its gaze on one creature it can see within 10 feet of it. The target must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]} {"_id":"cueeLXQ3W8gKHiLq","name":"Transparent","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Even when the {creature} is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a {creature} that has neither moved nor attacked. A creature that tries to enter the {creature}'s space while unaware of the {creature} is surprised by the {creature}.

\n
\n

Even when the {creature} is in plain sight, it takes a successful Wisdom (Perception) check to spot a {creature} that has neither moved nor attacked. A creature that tries to enter the {creature}'s space while unaware of the cube is surprised by the {creature}.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]} {"_id":"cz1LUaiXG8GshgU9","name":"Angelic Weapons","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature}'s weapon attacks are magical. When the {creature} hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

The {creature}'s weapon attacks are magical. When the {creature} hits with any weapon, the weapon deals extra radiant damage (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/enchant-sky-3.jpg","effects":[]} {"_id":"czKwBo1qw5O2gCNy","name":"Tentacle Attack or Fling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} makes one tentacle attack or uses its Fling.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_02.jpg","effects":[]} {"_id":"dA5X2eQuOtHywpQF","name":"Invisibility","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} magically turns invisible until it attacks, casts a power, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a power).

\n
\n

The {creature} magically turns invisible. Any equipment the {creature} wears or carries is invisible with it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_05.jpg","effects":[]} -{"_id":"dPPLbo3Unu3TqZrs","name":"Gibbering","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn.

\n

On a 1 to 4, the {creature} does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

\n
\n

The {creature} babbles incoherently while it can see any creature. Each creature that starts its turn within 20 feet of the {creature} and can hear the gibbering must succeed on a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]} +{"_id":"dPPLbo3Unu3TqZrs","name":"Gibbering","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn.

On a 1 to 4, the {creature} does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

\n
\n

The {creature} babbles incoherently while it can see any creature. Each creature that starts its turn within 20 feet of the {creature} and can hear the gibbering must succeed on a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]} {"_id":"dm2G9HupHZbZRvNm","name":"Children of the Night","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the {creature} can call 3d6 wolves instead.

The called creatures arrive in 1d4 rounds, acting as allies of the {creature} and obeying its spoken commands. The beasts remain for 1 hour, until the {creature} dies, or until the {creature} dismisses them as a bonus action.

The {creature} magically calls swarms of bats or rats. While outdoors, the {creature} can call wolves instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_03.jpg","effects":[]} -{"_id":"dvSoAF3bOeUeIrxf","name":"Multiple Heads","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} has five heads. While it has more than one head, the {creature} has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

\n

Whenever the {creature} takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the {creature} dies.

\n

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The {creature} regains 10 hit points for each head regrown in this way.

\n
\n

The {creature} has five heads. While it has more than one head, the {creature} has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/gray_04.jpg","effects":[]} +{"_id":"dvSoAF3bOeUeIrxf","name":"Multiple Heads","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} has five heads. While it has more than one head, the {creature} has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the {creature} takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the {creature} dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The {creature} regains 10 hit points for each head regrown in this way.

\n
\n

The {creature} has five heads. While it has more than one head, the {creature} has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/gray_04.jpg","effects":[]} {"_id":"eL3OJmc4FuetizKO","name":"Swarm","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny {creature}. The swarm can't regain hit points or gain temporary hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Bats","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_15.jpg","effects":[]} {"_id":"eVKgO2130oiJqsjY","name":"Telepathic Bond","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While the {creature} is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} {"_id":"ebcmg4M5LsUYCqee","name":"Paralyzing Touch","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} uses its Paralyzing Touch.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]} {"_id":"f4yvSah35ixQOswD","name":"Standing Leap","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature}'s long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]} {"_id":"fUMY4b9snsiKl30e","name":"Freedom of Movement","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

The {creature} ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]} -{"_id":"fdmzHw875EzpXM2a","name":"Powercasting","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} is a 1st-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks). The {creature} has following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (3 slots): bless, cure wounds, sanctuary

\n
\n

The {creature} is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]} +{"_id":"fdmzHw875EzpXM2a","name":"Powercasting","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} is a 1st-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks). The {creature} has following cleric powers prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (3 slots): bless, cure wounds, sanctuary

\n
\n

The {creature} is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]} {"_id":"g4V02wJbEstUpwi9","name":"Tree Stride","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Once on her turn, the {creature} can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_26.jpg","effects":[]} {"_id":"gM767AhU36B6LUGU","name":"Lightning Storm","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically creates three bolts of lightning, each of which can strike a target the {creature} can see within 120 feet of it.

A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

The {creature} magically creates three bolts of lightning, each of which can strike a target the {creature} can see within 120 feet of it. A target must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/lighting-sky-3.jpg","effects":[]} {"_id":"gWpp0N06HvS937Go","name":"Two Heads","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_10.jpg","effects":[]} -{"_id":"gbcy9MyUF06iUC88","name":"Enslave","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the {creature} until the {creature} dies or until it is on a different plane of existence from the target.

\n

The charmed target is under the {creature}'s control and can't take reactions, and the {creature} and the target can communicate telepathically with each other over any distance.Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the {creature}.

\n
\n

The target must make a Wisdom saving throw. Whenever the target takes damage, the target can repeat the saving throw. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the {creature}.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]} +{"_id":"gbcy9MyUF06iUC88","name":"Enslave","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the {creature} until the {creature} dies or until it is on a different plane of existence from the target.

The charmed target is under the {creature}'s control and can't take reactions, and the {creature} and the target can communicate telepathically with each other over any distance.Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the {creature}.

\n
\n

The target must make a Wisdom saving throw. Whenever the target takes damage, the target can repeat the saving throw. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the {creature}.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]} {"_id":"gh5UPTS0L16fHYwB","name":"Iron Scent","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]} {"_id":"gklxiU0PKYSM7RWv","name":"Heal Self","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically regains 11 (2d8+2) hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]} {"_id":"gqrKcFwxHhmwrP2q","name":"Scare","permission":{"default":0},"type":"feat","data":{"description":{"value":"

One creature of the {creature}'s choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute.

The target can repeat the saving throw at the end of each of its turns, with disadvantage if the {creature} is within line of sight, ending the effect on itself on a success.

One creature of the {creature}'s choice within 20 ft. of it must make a Wisdom saving throw. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the {creature} is within line of sight, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_19.jpg","effects":[]} {"_id":"hMC7XCkDbzVMZ0QG","name":"Misty Escape","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When it drops to 0 hit points outside its resting place, the {creature} transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its {creature} form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its {creature} form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

A slain {creature} transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-3.jpg","effects":[]} -{"_id":"hkmTEk6klT6QL4K4","name":"Innate Powercasting","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type}'s innate powercasting ability is Charisma. It can innately cast the following powers, requiring no material components:

\n

At will: detect magic, fog cloud, light

\n

3/day each: feather fall, fly, misty step, telekinesis

\n

1/day each: control weather, gaseous form

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]} +{"_id":"hkmTEk6klT6QL4K4","name":"Innate Powercasting","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type}'s innate powercasting ability is Charisma. It can innately cast the following powers, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: feather fall, fly, misty step, telekinesis

1/day each: control weather, gaseous form

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]} {"_id":"hu2pgYS1RD7hglvg","name":"Horror Nimbus","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically emits scintillating, multicolored light. Each creature within 15 feet of the {creature} that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the {creature}'s Horror Nimbus for the next 24 hours.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the {creature}'s Horror Nimbus for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]} {"_id":"hxXzd3KCfnqnT89w","name":"Fling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

One Large or smaller object held or creature grappled by the {creature} is thrown up to 60 feet in a random direction and knocked prone.

If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

One Large or smaller object held or creature grappled by the {creature} is thrown up to 60 feet in a random direction and knocked prone. If the target is thrown at another creature, that creature must make a Dexterity saving throw or take the same damage and be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_05.jpg","effects":[]} {"_id":"i3viKtKcSVeWLJFJ","name":"Heated Weapons","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

When the {creature} hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

\n
\n

When the {creature} hits with a metal melee weapon, it deals extra fire damage (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_29.jpg","effects":[]} @@ -184,15 +184,15 @@ {"_id":"iQGaWIinmYFPRF94","name":"Variable Illumination","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The {creature} can alter the radius as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} {"_id":"iVOxckt9448v7Ho5","name":"Tail Spike Regrowth","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has twenty-four tail spikes. Used spikes regrow when the {creature} finishes a long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":24,"max":24,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_16.jpg","effects":[]} {"_id":"ihWvcWsnfqW2HFlA","name":"Spores","permission":{"default":0},"type":"feat","data":{"description":{"value":"

A 15-foot-radius cloud of toxic spores extends out from the {creature}. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned.

While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

A 15-foot-radius cloud of toxic spores extends out from the {creature}. The spores spread around corners. Each creature in that area must make a Constitution saving throw. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":6,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_11.jpg","effects":[]} -{"_id":"iq0J225DCbHYU2hU","name":"Draining Kiss","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one.

\n

The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

\n
\n

The target must make a Constitution saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]} +{"_id":"iq0J225DCbHYU2hU","name":"Draining Kiss","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one.

The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

\n
\n

The target must make a Constitution saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]} {"_id":"j1cPfWFNvxGoex9Z","name":"Stone Camouflage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_07.jpg","effects":[]} {"_id":"j6F0v4guYhRYWddT","name":"Animate Trees","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {creature}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option.

An animated tree acts as an ally of the {creature}. The tree remains animate for 1 day or until it dies; until the {creature} dies or is more than 120 feet from the tree; or until the {creature} takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

The {creature} magically animates one or two trees it can see within 60 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_26.jpg","effects":[]} {"_id":"jZgeHxCR8pF6FOmQ","name":"Enlarge","permission":{"default":0},"type":"feat","data":{"description":{"value":"

For 1 minute, the {creature} magically increases in size, along with anything it is wearing or carrying. While enlarged, the {creature} is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the {creature} lacks the room to become Large, it attains the maximum size possible in the space available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]} -{"_id":"jhAU6pb5GvbjwTX7","name":"Darkness Aura","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A 15-foot radius of magical darkness extends out from the {creature}, moves with it, and spreads around corners. The darkness lasts as long as the {creature} maintains concentration, up to 10 minutes (as if concentrating on a power).

\n

Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a power of 2nd level or lower, the power creating the light is dipowered.

\n
\n

A 15-foot radius of magical darkness extends out from the {creature}, moves with it, and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day","type":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]} +{"_id":"jhAU6pb5GvbjwTX7","name":"Darkness Aura","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

A 15-foot radius of magical darkness extends out from the {creature}, moves with it, and spreads around corners. The darkness lasts as long as the {creature} maintains concentration, up to 10 minutes (as if concentrating on a power).

Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a power of 2nd level or lower, the power creating the light is dipowered.

\n
\n

A 15-foot radius of magical darkness extends out from the {creature}, moves with it, and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day","type":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]} {"_id":"jnKOUieu2UO1xHhT","name":"Snow Camouflage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_24.jpg","effects":[]} {"_id":"kP9t6MAeUvBBmoM3","name":"Grappler","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on attack rolls against any creature grappled by it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} {"_id":"kSgBb9r1TCfDIMY0","name":"Power Storing","permission":{"default":0},"type":"feat","data":{"description":{"value":"

A powercaster who wears the {creature}'s amulet can cause the {creature} to store one power of 4th level or lower. To do so, the wearer must cast the power on the {creature}. The power has no effect but is stored within the {creature}. When commanded to do so by the wearer or when a situation arises that was predefined by the powercaster, the {creature} casts the stored power with any parameters set by the original caster, requiring no components. When the power is cast or a new power is stored, any previously stored power is lost.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_01.jpg","effects":[]} -{"_id":"kZpl32DBmqxlRegX","name":"Acid Spray","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled.

\n

Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The {creature} spits acid in a line that is 30 ft. long and 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat","value":"dex"},"requirements":"","recharge":{"value":6,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]} +{"_id":"kZpl32DBmqxlRegX","name":"Acid Spray","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled.

Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The {creature} spits acid in a line that is 30 ft. long and 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat","value":"dex"},"requirements":"","recharge":{"value":6,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]} {"_id":"kfi26Jy0VLXv9TTm","name":"Parry","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} adds 2 to its AC against one melee attack that would hit it. To do so, the {creature} must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_21.jpg","effects":[]} {"_id":"kjF0btAMYHUAQgOt","name":"Web Sense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While in contact with a web, the {creature} knows the exact location of any other creature in contact with the same web.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/shielding-spirit-3.jpg","effects":[]} {"_id":"kyVgQNSa12loxVvr","name":"False Appearance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While the {creature} remains motionless, it is indistinguishable from a normal suit of armor.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]} @@ -206,35 +206,35 @@ {"_id":"mUwZfxiOyao1Xuxt","name":"Beast of Burden","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} is considered to be a Large animal for the purpose of determining its carrying capacity.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]} {"_id":"miIjsa984tZ0Mil6","name":"Reactive Heads","permission":{"default":0},"type":"feat","data":{"description":{"value":"

For each head the {creature} has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_03.jpg","effects":[]} {"_id":"nJHx2fudYhZeexDP","name":"Sure-Footed","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]} -{"_id":"nKpLMXS9E10TSGhU","name":"Tentacles","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

One creature grappled by the {creature} must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

\n

Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

One creature grappled by the {creature} must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat","value":"con"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_02.jpg","effects":[]} -{"_id":"nUVFUgyKK7fmQaFh","name":"Shadow Stealth","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While in dim light or darkness, the {creature} can take the Hide action as a bonus action.

The {creature} can take the Hide action as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_07.jpg","effects":[]} +{"_id":"nKpLMXS9E10TSGhU","name":"Tentacles","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

One creature grappled by the {creature} must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

One creature grappled by the {creature} must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat","value":"con"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/green_02.jpg","effects":[]} +{"_id":"nUVFUgyKK7fmQaFh","name":"Shadow Stealth","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While in dim light or darkness, the {creature} can take the Hide action as a bonus action.

The {creature} can take the Hide action as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":"In dim light or darkness"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_07.jpg","effects":[]} {"_id":"nahRRxck9R5GVVFS","name":"Magic Weapons","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature}'s weapon attacks are magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]} {"_id":"nb6zOmwIIJBLz4iT","name":"Frightful Presence","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Each creature of the {type}'s choice that is within 120 feet of the {type} and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the {type}'s Frightful Presence for the next 24 hours.

Each creature of the {type}'s choice that is within 120 feet of the {type} and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]} {"_id":"net3yBKQoxl8bZ4r","name":"Death Burst","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

When the {creature} dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

\n
\n

When the {creature} dies, it explodes in a burst of dust. Each creature within 5 ft. of it must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":"on death"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"","type":"day"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat","value":"con"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_01.jpg","effects":[]} -{"_id":"o8G8BNPJOWoCKzR5","name":"Death Glare","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one frightened creature she can see within 30 ft. of her. If the target can see the {creature}, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

\n

 

\n
\n

The {creature} targets one frightened creature she can see within 30 ft. of her. If the target can see the {creature}, it must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/water_03.jpg","effects":[]} -{"_id":"ocmSrMY2NX3e43uN","name":"Whirlwind","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Each creature in the {type}'s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the {type} in a random direction and knocked prone.

\n

If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

\n
\n

Each creature in the {type}'s space must make a Strength saving throw. On a failure, a target is flung up 20 feet away from the {type} in a random direction and knocked prone. If the target is thrown at another creature, that creature must make a Dexterity saving throw or take the same damage and be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat","value":""},"requirements":"","recharge":{"value":4,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]} +{"_id":"o8G8BNPJOWoCKzR5","name":"Death Glare","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} targets one frightened creature she can see within 30 ft. of her. If the target can see the {creature}, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

\n
\n

The {creature} targets one frightened creature she can see within 30 ft. of her. If the target can see the {creature}, it must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/water_03.jpg","effects":[]} +{"_id":"ocmSrMY2NX3e43uN","name":"Whirlwind","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Each creature in the {type}'s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the {type} in a random direction and knocked prone.

If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

\n
\n

Each creature in the {type}'s space must make a Strength saving throw. On a failure, a target is flung up 20 feet away from the {type} in a random direction and knocked prone. If the target is thrown at another creature, that creature must make a Dexterity saving throw or take the same damage and be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat","value":""},"requirements":"","recharge":{"value":4,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]} {"_id":"of2dTSnPwmhR52O7","name":"Reaping Scythe","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

\n
\n

The {creature} sweeps its spectral scythe through a creature within 5 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_04.jpg","effects":[]} {"_id":"oi1sikVSw463lQlp","name":"Turn Defiance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_22.jpg","effects":[]} {"_id":"q8w1UF9woZDGIwvS","name":"Brute","permission":{"default":0},"type":"feat","data":{"description":{"value":"

A melee weapon deals one extra die of its damage when the {creature} hits with it (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} -{"_id":"qfWKOH5AawhmNSwl","name":"Intoxicating Touch","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Melee Power Attack:+5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

\n

 

\n
\n

The target has disadvantage on Wisdom saving throws and all ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_15.jpg","effects":[]} +{"_id":"qfWKOH5AawhmNSwl","name":"Intoxicating Touch","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

Melee Power Attack:+5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

\n
\n

The target has disadvantage on Wisdom saving throws and all ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/green_15.jpg","effects":[]} {"_id":"r2nM5I77LnSvkLvD","name":"Consume Life","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a bonus action, the {creature} can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive.

The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the {creature} regains 10 (3d6) hit points.

The {creature} can target one creature it can see within 5 ft. The target must succeed on a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blood_04.jpg","effects":[]} {"_id":"r3Ugp8f5Ckw2EUHL","name":"Healing Touch","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]} {"_id":"r9aMLZ7F3gSRLgRr","name":"Turn Resistance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} has advantage on saving throws against any effects that turn undead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_19.jpg","effects":[]} {"_id":"rDoNJnKdY47x8MD4","name":"Etherealness","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_12.jpg","effects":[]} {"_id":"rUongiWD51ZopRk2","name":"Echolocation","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can't use its blindsight while deafened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Bat","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} {"_id":"re3oXQ3Xg4Z3Fr6O","name":"Hooves","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} makes one attack with its hooves.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]} -{"_id":"s7kqggp9VLDb39nu","name":"Illusory Appearance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the {creature} takes a bonus action to end it or if she dies.

\n

The changes wrought by this effect fail to hold up to physical inspection. For example, the {creature} could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the {creature} is disguised.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_07.jpg","effects":[]} +{"_id":"s7kqggp9VLDb39nu","name":"Illusory Appearance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the {creature} takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the {creature} could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the {creature} is disguised.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_07.jpg","effects":[]} {"_id":"sMgKJtbCLNSX7V80","name":"Whelm","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Each creature in the {type}'s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water.

If the saving throw is successful, the target is pushed out of the {type}'s space.The {type} can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the {type}'s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the {type} can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Each creature in the {type}'s space must make a Strength saving throw. If it is Large or smaller, it is also grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. A creature within 5 feet of the {type} can pull a creature or object out of it by taking an action to make a Strength check and succeeding.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":4,"charged":true}},"flags":{},"img":"systems/sw5e/icons/skills/blue_25.jpg","effects":[]} -{"_id":"t0ojYPOlKEbPpYNc","name":"Phantasms","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which {creature} is the real one. If the {creature} is ever in an area of bright light, the duplicates disappear.

\n

Whenever any creature targets the {creature} with an attack or a harmful power while a duplicate remains, that creature rolls randomly to determine whether it targets the {creature} or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

\n

A duplicate has the {creature}'s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} -{"_id":"tHvaJB8tXSriVXRm","name":"Blinding Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} exhales a 15-foot cone of blinding dust.

\n

Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The {creature} exhales a 15-foot cone of blinding dust. Each creature in that area must make a Dexterity saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat","value":"dex"},"requirements":"","recharge":{"value":6,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]} +{"_id":"t0ojYPOlKEbPpYNc","name":"Phantasms","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which {creature} is the real one. If the {creature} is ever in an area of bright light, the duplicates disappear.

Whenever any creature targets the {creature} with an attack or a harmful power while a duplicate remains, that creature rolls randomly to determine whether it targets the {creature} or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

A duplicate has the {creature}'s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]} +{"_id":"tHvaJB8tXSriVXRm","name":"Blinding Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} exhales a 15-foot cone of blinding dust.

Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The {creature} exhales a 15-foot cone of blinding dust. Each creature in that area must make a Dexterity saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat","value":"dex"},"requirements":"","recharge":{"value":6,"charged":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]} {"_id":"terEuqr148hQBkIq","name":"Legendary Actions","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The {creature} regains spent legendary actions at the start of its turn.

\n
\n

The {creature} can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]} -{"_id":"twrIaUZ79Yn5qpML","name":"Bound","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} is magically bound to an amulet. As long as the {creature} and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the {creature} to travel to it, and the {creature} knows the distance and direction to the amulet.

\n

If the {creature} is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the {creature}.

\n
\n

The {creature} is magically bound to an amulet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/chain-silver.jpg","effects":[]} +{"_id":"twrIaUZ79Yn5qpML","name":"Bound","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} is magically bound to an amulet. As long as the {creature} and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the {creature} to travel to it, and the {creature} knows the distance and direction to the amulet.

If the {creature} is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the {creature}.

\n
\n

The {creature} is magically bound to an amulet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/chain-silver.jpg","effects":[]} {"_id":"u1Tt4l4Mczgt3wOS","name":"Sunlight Weakness","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While in sunlight, the {creature} has disadvantage on attack rolls, ability checks, and saving throws.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_39.jpg","effects":[]} {"_id":"uEYSTOkpfr0OkKrD","name":"Unnerving Mask","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

When a creature the {type} can see starts its turn within 30 feet of the {type}, the {type} can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the {type}, it must succeed on a DC 14 Wisdom saving throw or be Frightened until the end of its turn.

\n
\n

The {type} can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. Make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/blood_13.jpg","effects":[]} {"_id":"uqoqQJ9NpMCPra6P","name":"Hellish Weapons","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature}'s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

\n
\n

The {creature}'s weapon attacks are magical and deal extra poison damage on a hit (included in the attacks).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/weapons/axe-hell.png","effects":[]} {"_id":"uxFQ3TxO3isW5WKK","name":"Aversion of Fire","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If the {creature} takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

\n
\n

If the {creature} takes fire damage, it has disadvantage on some rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_02.jpg","effects":[]} -{"_id":"w5mFTTFsdKC7TXgg","name":"Read Thoughts","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it.

\n

While the target is in range, the {creature} can continue reading its thoughts, as long as the {creature}'s concentration isn't broken (as if concentrating on a power). While reading the target's mind, the {creature} has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

\n
\n

The {creature} magically reads the surface thoughts of one creature within 60 ft. of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]} -{"_id":"wkIN7WTeX8ebbjtv","name":"Petrifying Gaze","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If a creature starts its turn within 30 ft. of the {creature} and the two of them can see each other, the {creature} can force the creature to make a DC 12 Constitution saving throw if the {creature} isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration power or other magic.

\n

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the {creature} until the start of its next turn, when it can avert its eyes again. If it looks at the {creature} in the meantime, it must immediately make the save. If the {creature} sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

\n
\n

The {creature} can force the creature to make a Constitution saving throw. It must repeat the saving throw at the end of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the {creature} until the start of its next turn, when it can avert its eyes again. If it looks at the {creature} in the meantime, it must immediately make the save.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} +{"_id":"w5mFTTFsdKC7TXgg","name":"Read Thoughts","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

The {creature} magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it.

While the target is in range, the {creature} can continue reading its thoughts, as long as the {creature}'s concentration isn't broken (as if concentrating on a power). While reading the target's mind, the {creature} has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

\n
\n

The {creature} magically reads the surface thoughts of one creature within 60 ft. of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]} +{"_id":"wkIN7WTeX8ebbjtv","name":"Petrifying Gaze","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If a creature starts its turn within 30 ft. of the {creature} and the two of them can see each other, the {creature} can force the creature to make a DC 12 Constitution saving throw if the {creature} isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration power or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the {creature} until the start of its next turn, when it can avert its eyes again. If it looks at the {creature} in the meantime, it must immediately make the save. If the {creature} sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

\n
\n

The {creature} can force the creature to make a Constitution saving throw. It must repeat the saving throw at the end of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the {creature} until the start of its next turn, when it can avert its eyes again. If it looks at the {creature} in the meantime, it must immediately make the save.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} {"_id":"wzgGJyVFGIcj1XAb","name":"Confer Fire Resistance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} can grant resistance to fire damage to anyone riding it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/fire_11.jpg","effects":[]} {"_id":"xOgrn5QXzSP4QN6V","name":"Evasion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

If the {creature} is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the {creature} instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/emerald_08.jpg","effects":[]} {"_id":"xmXYBevj0kuPa3Fo","name":"Petrifying Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw.

On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration power or other magic.

The {creature} exhales petrifying gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-1.jpg","effects":[]} @@ -242,7 +242,7 @@ {"_id":"y18y37F8ppFLGuLb","name":"Tentacle Disease","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing power of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

\n
\n

You feel a surging pain rushing through your body!

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_16.jpg","effects":[]} {"_id":"yD51x4dihnbHwfsj","name":"Trampling Charge","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

If the {creature} moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the {creature} can make one stomp attack against it as a bonus action.

\n
\n

If the {creature} moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/beast_01.jpg","effects":[]} {"_id":"yHcr3vlkmtInELj2","name":"Shield","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When a creature makes an Attack against the wearer of the {creature}'s Amulet, the {creature} grants a +2 bonus to the wearer's AC if the {creature} is within 5 feet of the wearer.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]} -{"_id":"ykoo88OJOdfYH7mH","name":"Charm","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

One humanoid the {creature} can see within 30 feet of it must make a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the {creature}'s verbal or telepathic commands.

\n

If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this {creature}'s Charm for the next 24 hours. The {creature} can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

\n
\n

One humanoid the {creature} can see within 30 feet of it must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-1.jpg","effects":[]} +{"_id":"ykoo88OJOdfYH7mH","name":"Charm","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

One humanoid the {creature} can see within 30 feet of it must make a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the {creature}'s verbal or telepathic commands.

If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this {creature}'s Charm for the next 24 hours. The {creature} can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

\n
\n

One humanoid the {creature} can see within 30 feet of it must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-1.jpg","effects":[]} {"_id":"yrpqazOHqI4BrYW4","name":"Earth Glide","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {type} can burrow through nonmagical, unworked earth and stone. While doing so, the {type} doesn't disturb the material it moves through.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]} {"_id":"zITrVwmnPpLoBZI1","name":"Web Walker","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The {creature} ignores movement restrictions caused by webbing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_42.jpg","effects":[]} {"_id":"zRDERBe0lMbwyGwN","name":"Repulsion Breath","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

**Repulsion Breath.** The {type} exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the {type}.

\n
\n

The {type} exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

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False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

\n

Actions

\n

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

\n

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

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While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

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The gargoyle makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Gargoyle attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

The Gargoyle attacks with its Claws.

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Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

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On each of its turns, the spy can use a bonus action to take the dash, disengage, or hide action.

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The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

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The spy makes two melee attacks.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Spy attacks with their Shortsword.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Spy attacks with their Hand Crossbow.

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\n

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

\n

The Bulette attacks with its Bite.

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The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

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\n

If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures.

\n

Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

\n
\n

If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must make a Strength or Dexterity saving throw (target's choice) or be knocked prone.

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The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

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The drider's innate powercasting ability is Wisdom (power save DC 13). The drider can innately cast the following powers, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

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Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

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The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The drider ignores movement restrictions caused by webbing.

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The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

\n

The Drider attacks with its Bite.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

\n

The Drider attacks with its Longsword.

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\n

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

\n

The Drider attacks with its Longbow.

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The merrow can breathe air and water.

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The merrow makes two attacks: one with its bite and one with its claws or harpoon.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

The Merrow attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

The Merrow attacks with its Claws.

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Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

The Merrow attacks with its Harpoon. If the target is a Huge or smaller creature, it must make a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

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\n

Experts in poisons: Check.  Beholden to ancient evils: Check.  Can see you in the dark: Check.  Now let me ask you this… why are you wanting to go stir up a nest of Drow?
- a subterranean guide.

\n
\n

Drow were once the very same elves of the woods and cities we are more commonly aware of; however, a schism within the belief structures of various elvish factions forced a sect of elvenkind to flee below the surface of the world and take refuge within the massive subterranean caverns they found there.  Within the caves their skin darkened to a deep pitch black and their hair faded to shades of white and silver.  These elves, thin and regal in posture, became known as simply the Drow.  As centuries passed beneath the world’s crust, the Drow adapted to their new surroundings in notable ways.

\n

You Think the Darkness is your Ally? The Drow’s elven eyes, once adapted to see for miles in the bright sunlight, grew pale without the nourishment of the light and transformed into orbs keen at seeing anything within the pitch darkness of the underground.  Drow have also learned to use the darkness to their advantage and may even creep to the surface world under the cover of night’s shadows to carry out raids upon villages nearby.  This adaptation has not come without cost, however, as the Drow’s skin and eyes can no longer stand the burning sun.  This forces the dark elves to utilize the night or sufficiently cover themselves to avoid the sun’s glare.  Drow do still retain some of their elvish arcane abilities as they may not be charmed or forced to sleep by powerwork.  Many Drow females (as Drows exist in a matriarchy) are also skilled sorcerers and priestesses who primarily choose to side with gods on the more sinister side of the pantheon.  Other clever Drow have worked out methods of distilling certain poisons from underground mushrooms and creatures who lurk upon the cavern walls.  These toxins are well known amongst connoisseurs of poisons for both their availability as well as their legendary potency.  It is not uncommon for all soldiers in a Drow army to be equipped with at least one vial of potent poison.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"A4OySWt5j3QXyAPW","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The drow's powercasting ability is Charisma (power save DC 11). It can innately cast the following powers, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

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Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

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While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Drow attacks with its Shortsword.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

The Drow attacks with its Hand Crossbow. The target must make a Constitution saving throw.

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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

The Ice Devil attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","piercing"],["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"WAGF3evP6GTYDvM0","name":"Devil's Sight","type":"feat","data":{"description":{"value":"

Magical darkness doesn't impede the devil's darkvision.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_02.jpg","effects":[]},{"_id":"IKaEdLLHwVL0s9UP","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The devil has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"nCTze3rZpWcTeuYQ","name":"Wall of Ice","type":"feat","data":{"description":{"value":"
\n

The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.

\n

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

\n

The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

\n
\n

The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a Dexterity saving throw.

\n

The wall can be damaged and breached. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"a solid surface it can see within 60 ft."},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"ft","type":"line"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":""},"formula":"5d6","save":{"ability":"dex","dc":17,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_30.jpg","effects":[]},{"_id":"AQ551xglVn90BdwU","name":"Tail","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

\n

The Ice Devil attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"],["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"E6iXljYXLdQyfk1l","name":"Claws","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

\n

The Ice Devil attacks with its Claws.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","slashing"],["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"vLQAjoewGE5MAHn2","name":"Multiattack","type":"feat","data":{"description":{"value":"

The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]}],"effects":[]} -{"_id":"28gU50HtG8Kp7uIz","name":"Spider","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"int":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0,"dc":5},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6}},"attributes":{"ac":{"value":12,"min":12},"hp":{"value":1,"min":0,"max":1,"temp":0,"tempmax":0,"formula":"1d4 - 1"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":20,"fly":0,"swim":0,"walk":20,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":15,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Spiders are one of the smallest, yet most feared, denizens of our planet. Spiders are arachnids with eight thin legs protruding from their dual-segmented body. Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity. While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes. Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators. Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption. While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels. Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
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If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"J1T00n4aCL5ybwJS","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"17bKqeydGVM0tR6p","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+16 to hit,, 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

The Ancient Bronze Dragon attacks with its Bite.

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Melee Weapon Attack:+16 to hit,, 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

The Ancient Bronze Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"Vu2UkFmxzWB17KtN","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+16 to hit,, 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

The Ancient Bronze Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"QUlBJuNL7JOevT7b","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"oVxtfa5RF6ibpTIt","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"X15z14jf8Wmtjz2i","name":"Lightning Breath","type":"feat","data":{"description":{"value":"
\n

**Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":120,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["16d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]},{"_id":"e2kQ63WuGtictHXG","name":"Repulsion Breath","type":"feat","data":{"description":{"value":"
\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]},{"_id":"YNplj2D0sAC6OT7z","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"LxYk4BFUh3Qo9b9U","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"KgtmSzFoi9FmWEvj","name":"Tail Attack","type":"weapon","data":{"description":{"value":"

The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 ([[/r 2d6+9]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":24,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"b7ej3RkphhDGh617","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"uVSCMztRY9x8FkWs","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]}],"effects":[]} -{"_id":"3UUNbGiG2Yf1ZPxM","name":"Octopus","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":12,"min":12},"hp":{"value":3,"min":0,"max":3,"temp":0,"tempmax":0,"formula":"1d6"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":30,"walk":5,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":60,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

A highly developed sea creature, the octopus is a common fixture of the seas and coastlines. These octopods resemble nothing more than a wet piece of bulbous taffy with eight sprawling tentacles slithering out of its central body. Upon this gelatinous body lie two observant eyes and were one to look underneath the creature they would find a sharpened bird-like beak ready to steal a probing finger away. Octopi are solely waterborne animals due to their inability to breathe air, though with effort they may remain upon land for very short durations. Sailors find pleasure in attempting to take these intelligent beasts for pets, only to find that the octopus has escaped whatever confines it was stored in time and time again. As long as an opening is as wide as its hard chitinous beak, the moldable octopus’ body will follow into inconceivably tight spaces.

\n

Many breeds of octopus also bear special pigmentation cells which expand and contract to change their body’s color. This provides the octopus with an advantage when hunting for its prey of fish and crabs as they can blend in almost seamlessly with the ocean floor or a bed of coral. Rather than outright fight (unless left with no choice) the octopus has the unique defense of spraying a cloud of ink from the underside of its body to blind its foes and make a speedy escape. Do consider the octopus as a worthy familiar form should you find yourself at sea for an extended time!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":null,"cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 333","class":{}},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Darkvision 30 ft.","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"eDEsGNylMOfsjoZR","sort":100000,"flags":{},"img":"systems/sw5e/tokens/beast/Octopus.png","token":{"flags":{},"name":"Octopus","displayName":20,"img":"systems/sw5e/tokens/beast/Octopus.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"3UUNbGiG2Yf1ZPxM","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"SLnyx0Ta2ksVM9QL","name":"Tentacles","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 1 bludgeoning damage.

The target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

The Octopus attacks with its Tentacles. The target is grappled . Until this grapple ends, the octopus can't use its tentacles on another target.

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While out of water, the octopus can hold its breath for 30 minutes.

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The octopus has advantage on Dexterity (Stealth) checks made while underwater.

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The octopus can breathe only underwater.

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A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

A 5-foot-radius cloud of ink extends all around the octopus if it is underwater.

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Token artwork by Forgotten Adventures.

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The crocodile can hold its breath for 30 minutes.

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The crocodile makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

\n

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

\n
\n

The Giant Crocodile attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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\n

The Giant Crocodile attacks with its Tail. If the target is a creature, it must make a Strength saving throw.

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The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful Strength check.

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Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Even when the cube is in plain sight, it takes a successful Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 10 (3d6) acid damage.

The Gelatinous Cube attacks with its Pseudopod.

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The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

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The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

\n
\n

The erinyes's weapon attacks are magical and deal extra poison damage on a hit (included in the attacks).

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

The Erinyes attacks with its Longsword.

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The erinyes adds 4 to its AC against one melee Attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

The erinyes adds 4 to its AC against one melee Attack that would hit it.

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The erinyes has advantage on saving throws against powers and other magical effects.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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\n

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage.

\n

The target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration power or similar magic.

\n
\n

The Erinyes attacks with its Longbow. The target must make a Constitution saving throw.

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The erinyes makes three attacks.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

The Adult White Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult White Dragon attacks with its Claw.

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The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult White Dragon attacks with its Tail.

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The dragon makes a tail attack.

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\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":65,"price":"1500","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":18,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"15","stealth":true,"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/plate.png","effects":[]},{"_id":"vgN2DlqQtt77mxKO","name":"Multiattack","type":"feat","data":{"description":{"value":"

The giant makes two greatsword attacks.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

The Fire Giant attacks with its Greatsword.

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Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

The Fire Giant attacks with its Rock.

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Deer are animals not uncommon to a variety of environments be it the frozen tundra or pleasant meadows of the countryside. These hardy ruminant beasts ranging from four and a half to nearly seven feet in height and subsist primarily upon the leaves of the forest floor and plants of the plains. Deer present with noticeable sexual dimorphism; the males or “bucks” brandish large multi-pronged racks of antlers upon their heads which they shed and regrow annually. Female deer, or “does”, lack the antlers of their male counterparts but are no less hardy when it comes to defending their herds.

\n

Oh Deer, oh Deer. Deer are commonly docile creatures who will often flee at the first sight of any humanoid wandering into their domain. However, should you be unfortunate enough to encounter a buck during their mating season, you should consider taking a different path. Male deer’s antlers can easily pierce weaker armor and flesh, tearing through a body as easily as a spear. Should you walk too close to a doe’s precious children (or fawns) you will most assuredly experience the taste of the mother’s hardened hooves upon you packing an uncanny amount of force for such nimble frames. Deer, when an adventurer’s survival is considered, are best hunted from a distance to avoid these vicious melee defenses. The deer’s meat, called “venison”, is mildly gamey though tasty and filling all the same, and the beasts’ hides can be used for warmth or shelter in times of great need.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

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The Giant Vulture attacks with its Beak.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

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The Giant Vulture attacks with its Talons.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

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The target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Giant Wasp attacks with its Sting. The target must make a Constitution saving throw.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Spiders attacks with a flurry of Bites.

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The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

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The swarm ignores movement restrictions caused by webbing.

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No, no you wouldn’t really expect ‘em to be so scary, but they are!  They’re bigger than your average whitetail buck n’ twice as nasty should they get in close with them big antlers.  Oh, and the sound they make!  Like the wailing of a banshee, ringing through the entire damned forest in the dead of night.  Don’t you laugh at me!  Don’t you laugh...  You wait for when you hear it on a cold winter’s night and it’ll be you sittin’ in your own piss wishin’ you’d listened to me.
A traveling hunter near Blisterrock Stead.

\n
\n

Standing five feet tall and weighing upwards of 700 pounds, elk are the largest species of deer found within the natural world.  To the untrained eye, elk simply look much like a gigantic deer as males retain the characteristic pronged antlers (females bearing none) as their smaller cousins.  There are, however, a few differences between the two creatures.  The most notable difference is in vocalization as elk favor a series of bugles or shrieks which echo loudly throughout the forest.  These bugling vocalizations signal the arrival of mating season (called a rut) in which dominant males will battle between themselves with sharpened antlers for a female’s favor.  Should you hear the keening cry of the elk in a silent forest, may I advise you that you should best turn back lest you are ready for a pheromone addled fight to the end.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage.

\n

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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The Elk attacks with its Ram.

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Melee Weapon Attack:+5 to hit,, 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

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The Elk attacks with its Hooves.

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The lizardfolk can hold its breath for 15 minutes.

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The lizardfolk makes two melee attacks, each one with a different weapon.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

The Lizardfolk attacks with its Heavy Club.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Javelin.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Spiked Shield.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

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The djinni's innate powercasting ability is Charisma (power save DC 17, +9 to hit with power attacks). It can innately cast the following powers, requiring no material components:

\n

At will: detect evil and good, detect magic, thunderwave

\n

3/day each: create food and water (can create wine instead of water), tongues, wind walk

\n

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

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The djinni makes three scimitar attacks.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

The Djinni attacks with its Scimitar.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"],["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]},{"_id":"nE7YNnVM7srBcdfl","name":"Create Whirlwind","type":"feat","data":{"description":{"value":"
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a power).

\n

Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

\n

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

\n
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. Any creature but the djinni that enters the whirlwind must make a Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"12F9jsk5bwHWwzTc","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"MgOLRmnzt639f7mi","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"fupKtHSjemPpA4Yg","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"9MLQ3Ng0HcZnAD2D","name":"Create Food and Water","type":"power","data":{"description":{"value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

\n

(Can create wine instead of water)

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-1.jpg","effects":[]},{"_id":"e0UvEpYvUAB6QKZT","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"isSWgaXQIGNdwFmk","name":"Wind Walk","type":"power","data":{"description":{"value":"

You and up to ten willing creatures you can see within range assume a g⁠aseous form for the Duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance⁠ to damage from nonmagical weapons⁠. The only Actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is Incapacitated and can’t move. Until the power ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

\n

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":11,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"Fire and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-2.jpg","effects":[]},{"_id":"gr4aC1723KRzCJ5z","name":"Conjure Air Elemental","type":"power","data":{"description":{"value":"

You call forth an air elemental servant. Choose an area of air that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the power ends.

\n

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]},{"_id":"XQbIw2p5jc8Tt5if","name":"Creation","type":"power","data":{"description":{"value":"

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this power to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

\n

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

\n
    \n
  • Vegetable matter - 1 day
  • \n
  • Stone or crystal - 12 hours
  • \n
  • Precious metals - 1 hour
  • \n
  • Gems - 10 minutes
  • \n
  • Adamantine or mithral - 1 minute
  • \n
\n

Using any material created by this power as another power’s material component causes that power to fail.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A tiny piece of matter of the same type of the item you plan to create.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-eerie-3.jpg","effects":[]},{"_id":"3B2oEhVu60epBmkY","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]},{"_id":"NFJn1gbhWtQ3o43T","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"axNcXrcFcnJ8K151","name":"Major Image","type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"1tGcR6Ss7OuDagaA","name":"Plane Shift","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":17,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]}],"effects":[]} 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The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

The Nightmare attacks with its Hooves.

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The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

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The Half-Red Dragon Veteran attacks with its Longsword.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The Half-Red Dragon Veteran attacks with its Shortsword.

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Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

The Half-Red Dragon Veteran attacks with its Heavy Crossbow.

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The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

The veteran exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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Centaurs are primarily found on plains and in forests, roaming in herds and hunting in large groups. Equine creatures with the upper-bodies of men and women extending from the neck, they are known for their strength and praised as bold hunters.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

\n

The Centaur attacks with its Pike.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

\n

The Centaur attacks with its Hooves.

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Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

\n

The Centaur attacks with its Longbow.

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The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

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\n

If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

\n

If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes extra piercing damage.

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\"... I still have the damnable sting blisters from their catapults. WASPS! WHAT CREATURE PUTS WASPS IN BAGS AND THROWS THEM AT YOU?! Next Kobold I see I'm turning to paste…\"
- Guard Captain Nathaniel Greenbow, interviewed for this bestiary.

\n
\n

Kobolds are conniving, cowardly humanoids of a reptilian appearance who infest the dungeons, catacombs, and caverns of our world. Appearing as tiny dragonoids with scaled flesh and crocodile-like snouts, Kobolds are perhaps more clever than their outward appearance would lead one to believe. Within their tiny heads (as the creatures stand no more than two and a half feet tall) lies a brain churning with myriad ideas, though many include idiotically dangerous schemes. It is not uncommon for many Kobolds to perish before their first complete decade of life.

\n

Mob Mentality. Kobolds, much like rodents, breed at an astonishingly quick rate as compared to other humanoid species. Egg-layers like their draconic kin, Kobolds mature rapidly upon emerging from their shells, and assume their place within the ranks of their chittering society. Even upon reaching maturity, however, the Kobold is still a weak creature causing the colonies to stick together when exploring or hunting. Though Kobolds may defeat larger foes with sheer numbers, it is often at the cost of massive casualties on the Kobold's side. This, of course, hardly deters the resentful Kobolds, who have more eggs incubating away with the next infantry reinforcements just moments away from joining the fold.

\n

Launch the Centipult. Stupid yet clever, Kobolds truly excel at two things: burrow-making and creating traps for unwary adventurers. Traps, of course, are the Kobold's speciality and they take relish in littering their lairs with copious defenses hewn from the natural resources of their home. Perhaps crushing logs were torn from the rafter struts of an abandoned temple, or carnivorous insects were placed into dropping ceramic pots to smash down upon foolish intruders. Never underestimate the ability of a Kobold to find some unsuspected way to impede your progress.

\n

Trade Offs. Though strong in numbers, Kobolds may be defeated in several ways. Firstly, the creatures are born and mature within near total darkness, thus the sun weakens them and blinds their sensitive eyes. Kobolds are also nigh defenseless without the aid of their allies at their backs; often a lone Kobold with attempt to scurry away should they be caught out without their pack. Greedy and determined when it comes to self-preservation, Kobolds may be easily manipulated with smooth talk or a shiny trinket to line their pockets. Draconic in nature as well, the scuttling dragonoids can be used as crude translators of the dragon's tongue should you require such services on your journey.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

The Kobold attacks with its Dagger.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

The Kobold attacks with its Sling.

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This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

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The giant can breathe air and water.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

The Storm Giant attacks with its Greatsword.

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The giant's innate powercasting ability is Charisma (power save DC 17). It can innately cast the following powers, requiring no material components:

\n

At will: detect magic, feather fall, levitate, light

\n

3/day each: control weather, water breathing

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The giant hurls a magical lightning bolt at a point it can see within 500 feet of it.

Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

The Storm Giant attacks with its Lightning Strike. Each creature within 10 feet of that point must make a Dexterity saving throw.

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The giant makes two greatsword attacks.

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Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

The Storm Giant attacks with its Rock.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

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One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

\n

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power’s range.

\n

When the power ends, the target floats gently to the ground if it is still aloft.

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You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

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You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
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This power grants up to ten willing creatures you can see within range the ability to breathe underwater until the power ends. Affected creatures also retain their normal mode of respiration.

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The vrock has advantage on saving throws against powers and other magical effects.

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The vrock makes two attacks: one with its beak and one with its talons.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

The Vrock attacks with its Beak.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

The Vrock attacks with its Talons.

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A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned.

While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must make a Constitution saving throw. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .

The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.

Once per turn, the hobgoblin can deal extra damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

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The Hobgoblin attacks with its Longsword.

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Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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The Hobgoblin attacks with its Longbow.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination power that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_09.jpg","effects":[]},{"_id":"ZbjUur2xbAx0BCSv","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

The sphinx's weapon attacks are magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]},{"_id":"kvyuqG5WztblcJXb","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The sphinx is a 9th-level powercaster. Its powercasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). It requires no material components to cast its powers. The sphinx has the following wizard powers prepared:

\n

Cantrips (at will): mage hand, minor illusion, prestidigitation

\n

1st level (4 slots): detect magic, identify, shield

\n

2nd level (3 slots): darkness, locate object, suggestion

\n

3rd level (3 slots): dispel magic, remove curse, tongues

\n

4th level (3 slots): banishment, greater invisibility

\n

5th level (1 slot): legend lore

\n
\n

The sphinx is a powercaster. Its powercasting ability is Intelligence.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"7M5Hr7YpaNqwNYMm","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"3mnHzY4O03BjJYK1","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"uSiQ65XILUskr1Fj","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"o5KnOajNM8oca5pN","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"jvEm2qmv2PJmMVio","name":"Identify","type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

If you instead touch a creature throughout the casting, you learn what powers, if any, are currently affecting it.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-1.jpg","effects":[]},{"_id":"C195qI7OojNOj6Fg","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"xfEv0Oidkm3dKPYZ","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"fn9K2Zb9oyQ4hUTs","name":"Darkness","type":"power","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"9pLXAJLO8O2GoCS4","name":"Locate Object","type":"power","data":{"description":{"value":"

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The power can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the power can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This power can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-royal-2.jpg","effects":[]},{"_id":"UjKxIYZ4PGE8mnO5","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"7RGdoJbdm2VuIuvr","name":"Remove Curse","type":"power","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the power breaks its owner’s Attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-2.jpg","effects":[]},{"_id":"ITof9CXG5aIZLusi","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"BcpzUwZlhFUAIh3y","name":"Banishment","type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":16,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]},{"_id":"NQ5YzLbwbTEe8vSV","name":"Greater Invisibility","type":"power","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the power ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

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Name or describe a person, place, or object. The power brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the power might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":true,"cost":450,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-2.jpg","effects":[]},{"_id":"hVUH6pBt7hYD84ez","name":"Multiattack","type":"feat","data":{"description":{"value":"

The sphinx makes two claw attacks.

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\n

Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

\n

The Gynosphinx attacks with its Claw.

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\n

The sphinx can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.

\n
\n

The sphinx can take 3 legendary actions.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"7ttJw5cEHPyb5ETl","name":"Claw Attack","type":"feat","data":{"description":{"value":"

The sphinx makes one claw attack.

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The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The sphinx casts a power from its list of prepared powers, using a power slot as normal.

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The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"j1LTHxGLXWdnEbwq","name":"Bite","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+7 to hit,, 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

\n

The Wyvern attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"Wa8BU72wRqyBCqkI","name":"Claws","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

\n

The Wyvern attacks with its Claws.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"HzLuzqlmtBSeSS4Q","name":"Stinger","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+7 to hit,, 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

\n

The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Wyvern attacks with its Stinger. The target must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","piercing"]],"versatile":"7d6"},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"fin":true,"rch":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/beast_03.jpg","effects":[]}],"effects":[]} -{"_id":"7EmUVycEASn7SFL0","name":"Violet Fungus","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"dex":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0,"dc":5},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0,"dc":5},"wis":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"cha":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0,"dc":5}},"attributes":{"ac":{"value":5,"min":5},"hp":{"value":18,"min":0,"max":18,"temp":0,"tempmax":0,"formula":"4d8"},"init":{"value":0,"bonus":0,"mod":-5,"total":-5,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":5,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":45,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Lurking within abandoned mines and moist caverns rests the humanoid-sized mushroom dubbed the Violet Fungus.  Named for its vibrant purple cap, the violet fungus loses all semblance to an average mushroom there.  Standing tall upon a thick white trunk, the violet fungus creeps across cavern floors at a laborious pace utilizing tiny cillia-like tendrils at its base.  Keeping this snail’s pace, the violet fungus roams the depths for its preferred sustenance: rotting flesh.  Should a living morsel wander precariously close to the fungus, the violet fungus will lash out with one of four long feeler tentacles rooted deep inside its purple cap.  These feelers contain special enzymes which, upon contact with living flesh, rots the organic material instantly.  Should a creature fall victim to the fungus, it will be consumed along with the other detritus littering the cavern floor.  Violet fungi themselves have a special relationship with the death they consume.  A violet fungus that is destroyed will regrow within two weeks from the remains of its former body should the remains not be fully burned.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

The Warhorse Skeleton attacks with its Hooves.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

The Werewolf attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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The werewolf makes two attacks: one with its bite and one with its claws or spear.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

\n
\n

The Werewolf attacks with its Spear.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

The Werewolf attacks with its Claws.

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The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid.

Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The werewolf can use its action to polymorph, or return to its true form.

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The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Adult Brass Dragon attacks with its Bite.

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\n

**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Brass Dragon attacks with its Claw.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Brass Dragon attacks with its Tail.

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\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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\n
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n
\n

The dragon beats its wings!

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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\n

**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The dragon can breathe air and water.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

The Young Green Dragon attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Green Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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If it dies, the naga returns to life in 1d6 days and regains all its hit points.

Only a wish power can prevent this trait from functioning.

If it dies, the naga returns to life in 1d6 days and regains all its hit points.

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\n

The naga is an 11th-level powercaster. Its powercasting ability is Wisdom (power save DC 16, +8 to hit with power attacks), and it needs only verbal components to cast its powers. It has the following cleric powers prepared:

\n

Cantrips (at will): mending, sacred flame, thaumaturgy

\n

1st level (4 slots): command, cure wounds, shield of faith

\n

2nd level (3 slots): calm emotions, hold person

\n

3rd level (3 slots): bestow curse, clairvoyance

\n

4th level (3 slots): banishment, freedom of movement

\n

5th level (2 slots): flame strike, geas

\n

6th level (1 slot): true seeing

\n
\n

The naga is an powercaster. Its powercasting ability is Wisdom.

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This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This power can physically repair a magic item or construct, but the power can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-1.jpg","effects":[]},{"_id":"bN1hdXURtFx2Llkh","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"1WiX6ITVYkmRLv3P","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"wnWw7tNerCDiHqmN","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"wpPIZMOm0J6kD8sq","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"IPnZEYclIAEPlgqb","name":"Shield of Faith","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"zHxWO8E66kjiqo5O","name":"Calm Emotions","type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":16,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"o7lz3skpEHpeeDzg","name":"Hold Person","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]},{"_id":"RouhnStYISEcKfGa","name":"Bestow Curse","type":"power","data":{"description":{"value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

\n

At Higher Levels. If you cast this power using a power slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a power slot of 5th level or higher, the duration is 8 hours. If you use a power slot of 7th level or higher, the duration is 24 hours. If you use a 9th level power slot, the power lasts until it is dipowered. Using a power slot of 5th level or higher grants a duration that doesn't require concentration.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-fire-2.jpg","effects":[]},{"_id":"duSrWmDg9v2aX7Hl","name":"Clairvoyance","type":"power","data":{"description":{"value":"

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

\n

When you cast the power, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

\n

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]},{"_id":"fu22aAThlCPKAZds","name":"Banishment","type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":16,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]},{"_id":"d9T6lky4fWodU1fI","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Powers and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

\n

The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-spirit-2.jpg","effects":[]},{"_id":"fyC4eX5J7LMOyG4S","name":"Flame Strike","type":"power","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-3.jpg","effects":[]},{"_id":"Dn3JFhBW60yaZXgV","name":"Geas","type":"power","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the power.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the power ends.

\n

You can end the power early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish power also ends it.

\n

At Higher Levels. When you cast this power using a power slot of 7th or 8th level, the Duration is 1 year. When you cast this power using a power slot of 9th level, the power lasts until it is ended by one of the Powers mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-air-3.jpg","effects":[]},{"_id":"cDBI3UvPxyqQDgT1","name":"True Seeing","type":"power","data":{"description":{"value":"

This power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"hQFQz2LiNGpxcRvw","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+8 to hit,, 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.

The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

The Guardian Naga attacks with its Bite. The target must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"10d8","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"PtPZ5aBQPEfbbvla","name":"Spit Poison","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit:

The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

The Guardian Naga attacks with its Spit Poison. The target must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_25.jpg","effects":[]}],"effects":[]} -{"_id":"8KSVpQZyzius93ko","name":"Will-o'-Wisp","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0,"dc":5},"dex":{"value":28,"proficient":0,"min":3,"mod":9,"save":9,"prof":0,"saveBonus":0,"checkBonus":0,"dc":19},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":19,"min":19},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"9d4"},"init":{"value":0,"bonus":0,"mod":9,"total":9,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":null,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":7.5,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Token artwork by Forgotten Adventures.

","public":""},"alignment":"Chaotic Evil","race":null,"type":"Undead","environment":"Forest","cr":2,"powerLevel":0,"xp":{"value":450},"source":"MM pg. 301","class":{}},"traits":{"size":"tiny","di":{"value":["lightning","poison"],"custom":""},"dr":{"value":["acid","cold","fire","necrotic","thunder"],"custom":"Nonmagical Attacks"},"dv":{"value":[],"custom":""},"ci":{"value":["grappled","paralyzed","poisoned","prone","restrained","unconscious","exhaustion"],"custom":""},"senses":"Darkvision 120 ft.","languages":{"value":[],"custom":"Languages it knew in life"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":9,"bonus":0,"passive":19,"prof":0,"total":9},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"med":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","mod":9,"bonus":0,"passive":19,"prof":0,"total":9},"ste":{"value":0,"ability":"dex","mod":9,"bonus":0,"passive":19,"prof":0,"total":9},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":null},"legres":{"value":0,"max":null},"lair":{"value":false,"initiative":0}}},"folder":"Q7qeMxX30iDI2Wbs","sort":1100000,"flags":{},"img":"systems/sw5e/tokens/undead/WilloWisp.png","token":{"flags":{},"name":"Will-o'-Wisp","displayName":20,"img":"systems/sw5e/tokens/undead/WilloWisp.png","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"8KSVpQZyzius93ko","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"RAnyTfj3CGaiGK3W","name":"Consume Life","type":"feat","data":{"description":{"value":"

As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive.

The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

The will-o'-wisp can target one creature it can see within 5 ft. The target must succeed on a Constitution saving throw.

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The will-o'-wisp can't wear or carry anything.

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The will-o'-wisp can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The will-o'-wisp can move through other creatures and objects as if they were difficult terrain.

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The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

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Melee Power Attack:+4 to hit,, 5 ft., one creature. Hit: 9 (2d8) lightning damage.

The Will-o'-Wisp attacks with its Shock.

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The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a power).

The will-o'-wisp and its light magically become invisible.

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Token artwork by Forgotten Adventures.

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When the magmin dies, it explodes in a burst of fire and magma.

Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a Dexterity saving throw. Flammable objects that aren't being worn or carried in that area are ignited.

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As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d6) fire damage.

The Magmin attacks with its Touch. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

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Token artwork by Forgotten Adventures.

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The ape makes two fist attacks.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

\n

The Giant Ape attacks with its Fist.

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Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

\n

The Giant Ape attacks with its Rock.

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I once saw a crab so big it had claws what could cut a grown Goliath’s hand clean off and wore a soldier’s helmet as a shell! I swear it’s true!
- Unknown Disorderly Patron at the Brass Buck Tavern.

\n
\n

What more could be said about the humble crab than is not already common knowledge to those who live near or frequent the coasts of the continent. Crabs are uniquely robust little creatures often no larger than the palm of an adult human’s hand, with eight segmented legs protruding from either side of its scallop-shaped carapace. This hardened chitin carapace is topped with two black eye stalks (not unlike those of a snail) through which the beast views our coastlines and oceans. It has been observed that some species of crab lack an armored shell and prefer to squat in the discarded shells of conchs. This gives the crab a rather clever and sturdy mobile home. Adorning the crabs ninth and tenth appendages near its tiny mouth are two massive claws, resembling those of a scorpion, with dull serrations marking the inner edge of each. The crab primarily utilizes these claws in its search for food, cracking open the shells of other tiny aquatic beasts or snipping off tiny pieces of undersea plant life to dine on.

\n

While perhaps not the most dangerous companion a summoner could wish for, the crab’s ability to breath both in the water and upon land makes the crustacean an ally brimming with utility. I advise caution, however, when first looking through your crab familiar’s eyes, as the sideways scuttling by which the crab moves has proven to cause vomiting in some weak stomached summoners.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+0 to hit,, 5 ft., one target. Hit: 1 bludgeoning damage.

\n

The Crab attacks with its Claw.

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The crab can breathe air and water.

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The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes fire damage and catches fire; until someone takes an action to douse the fire, the creature takes fire damage at the start of each of its turns.

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The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

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For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

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The elemental makes two touch attacks.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) fire damage.

If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

The Fire Elemental attacks with its Touch. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage at the start of each of its turns.

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Weasels dwell in a variety of locations from snowy tundra, to pine forests, to the open flowery plains of our planet. Weasels are tiny, long bodied mammals reaching approximately eight inches in length and bearing coat colorations ranging from chestnut brown to pale white. The weasel’s long body allows it to easily wedge itself into a rodent’s burrow and pull the critter out for a tasty meal. Weasels make quite effective pest controllers in their territories as they eat multitudes of rodents annually. These little cleaners are, however, often considered to be pests in their own right; farmers across the countryside report that their poultry is killed or stolen away by sneaky weasels making their way into their chicken coops. While not the most deadly mammal in the world, the weasel does pack a nasty, sharp-toothed bite. Keep your curious fingers out of any small rodent burrows you find, lest you end up provoking a weasel during his well-earned meal.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

The Giant Weasel attacks with its Bite.

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Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

\n

The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

\n
\n

The Crocodile attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

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The crocodile can hold its breath for 15 minutes.

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\n

Author’s Note:  Please see below the entry for “Rat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such an impact upon humanoid life as does the rat.  Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to.  These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves.  Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door.  Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures.  Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals.  A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself.  Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur.  Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth.  Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The swarm has advantage on Wisdom (Perception) checks that rely on smell.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+2 to hit,, 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Rats attacks with a flurry of Bites.

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The ground in a 10-foot radius around the mouther is doughlike difficult terrain.

Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

The ground in a 10-foot radius around the mouther is doughlike difficult terrain. make a Strength saving throw.

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The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn.

On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

The mouther babbles incoherently while it can see any creature. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a Wisdom saving throw.

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The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

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Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 17 (5d6) piercing damage.

If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

The Gibbering Mouther attacks with its Bites. If the target is Medium or smaller, it must make a Strength saving throw or be knocked prone.

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The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact.

Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must make a Dexterity saving throw.

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This two handed bow is somewhat smaller than the traditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The satyr has advantage on saving throws against powers and other magical effects.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

The Satyr attacks with its Ram.

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The eagle has advantage on Wisdom (Perception) checks that rely on sight.

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The eagle makes two attacks: one with its beak and one with its talons.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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The Giant Eagle attacks with its Beak.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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The Giant Eagle attacks with its Talons.

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The giant makes two greatclub attacks.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

The Hill Giant attacks with its Greatclub.

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Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

The Hill Giant attacks with its Rock.

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Magical darkness doesn't impede the devil's Darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

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The devil can't be frightened while it can see an allied creature within 30 feet of it.

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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

\n

The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The Bearded Devil attacks with its Beard. The target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack:+5 to hit,, 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

\n

If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound.

\n

Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

\n
\n

The Bearded Devil attacks with its Glaive. If the target is a creature other than an undead or a construct, it must make a Constitution saving throw. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check.

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The devil makes two attacks: one with its beard and one with its glaive.

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The Blood Hawk is a variety of the common hawk species (detailed previously in this tome) which takes its name from the blood red color of its plumage as well as the bird’s overly aggressive nature towards any other living creature. Blood hawks are fearsome little raptors, swooping down from the skies above like a crimson bolt to harry their quarry with vicious talons and a honed, dagger-sharp beak.

\n

Fearless Flyers. Though almost unrecognizable in a grouping of fellow hawk species, the blood hawk eschews the solitary ways of its feathered brethren. Seemingly empty of aggression towards others of their kind, blood hawks swarm in large flocks who hunt with precision unison. Razor sharp talons easily slice through cloth and flesh to leave deep, weeping gashing in their prey. The blood hawks need only wait and watch with their keen little eyes after their initial barrage as the target will slowly bleed out into the dirt, the birds’ talons having severed crucial arteries. It should always be a priority to the adventurer to check the plumage of a bird before straying too close. Take it from this traveler, red means you’re dead!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The hawk has advantage on Wisdom (Perception) checks that rely on sight.

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The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

\n

The Blood Hawk attacks with its Beak.

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\n

\"...I once saw a crab so big it had claws what could cut a grown Goliath's hand clean off and wore a soldier's helmet as a shell! I swear it's true!!!\"

\n

- Unknown Disorderly Patron at the Brass Buck Tavern.

\n
\n
\n

What more could be said about the humble crab than is not already common knowledge to those who live near or frequent the coasts of the continent. Crabs are uniquely robust little creatures often no larger than the palm of an adult human's hand, with eight segmented legs protruding from either side of its scallop-shaped carapace. This hardened chitin carapace is topped with two black eye stalks (not unlike those of a snail) through which the beast views our coastlines and oceans. It has been observed that some species of crab lack an armored shell and prefer to squat in the discarded shells of conchs. This gives the crab a rather clever and sturdy mobile home. Adorning the crabs ninth and tenth appendages near its tiny mouth are two massive claws, resembling those of a scorpion, with dull serrations marking the inner edge of each. The crab primarily utilizes these claws in its search for food, cracking open the shells of other tiny aquatic beasts or snipping off tiny pieces of undersea plant life to dine on.

\n
\n

While perhaps not the most dangerous companion a summoner could wish for, the crab's ability to breath both in the water and upon land makes the crustacean an ally brimming with utility. I advise caution, however, when first looking through your crab familiar's eyes, as the sideways scuttling by which the crab moves has proven to cause vomiting in some weak stomached summoners.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Coastal","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 324","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Blindsight 30 ft.","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"arc":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"his":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"med":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"prc":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"rel":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":1200000,"flags":{},"img":"systems/sw5e/tokens/beast/GiantCrab.png","token":{"flags":{},"name":"Giant Crab","displayName":20,"img":"systems/sw5e/tokens/beast/GiantCrab.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":30,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"AOJvmk1IchxNxQzP","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"NsbkrfEUPw2pbRZ3","name":"Amphibious","type":"feat","data":{"description":{"value":"

The crab can breathe air and water.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

\n

The target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

\n
\n

The Giant Crab attacks with its Claw. The target is grappled.

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Panthers are large stealthy jungle cats who tread silently and ambush their quarry from the cover of the shrouded jungle foliage.  Coming in coat varieties of tawny and yellow splotches to pure, midnight black, panthers are characterised by their sleek, short haired bodies and large canine teeth utilized for piercing and tearing.  These cats come armed with a full set of retractable claws at the end of muscular paws the size of dinner plates.  Panthers are among the deadliest predators lurking within the jungle.  Though stealthy, panthers may be easily scared away by persistent humanoids if the beast is not defending a fresh kill as the creature knows when to fight and when to flee should the odds not be in the panther’s favor.  Panthers are swift climbers as well and have the ability to haul a fully grown antelope corpse up and into a tree to be consumed in privacy.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Grassland","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 333","class":{},"size":"med"},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":2,"ability":"dex","mod":2,"bonus":0,"passive":16,"prof":4,"total":6},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"B3XQZKLaaIqhaEFM","sort":0,"flags":{},"img":"systems/sw5e/tokens/beast/Panther.png","token":{"flags":{},"name":"Panther","displayName":20,"img":"systems/sw5e/tokens/beast/Panther.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"AijNdqMurWxDxUSl","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"vS7OqBXfpfbsx5Rh","name":"Keen Smell","type":"feat","data":{"description":{"value":"

The panther has advantage on Wisdom (Perception) checks that rely on smell.

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If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.

If the target is prone, the panther can make one bite attack against it as a bonus action.

If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Panther attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

The Panther attacks with its Claw.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

\n

The Bone Devil attacks with its Claw.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage.

\n

The target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .

\n
\n

The Bone Devil attacks with its Sting. the target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .

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Magical darkness doesn't impede the devil's Darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

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The devil makes three attacks: two with its claws and one with its sting.

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The giant has advantage on Wisdom (Perception) checks that rely on smell.

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The giant's innate powercasting ability is Charisma. It can innately cast the following powers, requiring no material components:

\n

At will: detect magic, fog cloud, light

\n

3/day each: feather fall, fly, misty step, telekinesis

\n

1/day each: control weather, gaseous form

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The giant makes two morningstar attacks.

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Melee Weapon Attack:+12 to hit,, 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

\n

The Cloud Giant attacks with its Morningstar.

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\n

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

\n

The Cloud Giant attacks with its Rock.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""},"attributes":{"powerdc":10}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-2.jpg","effects":[]},{"_id":"p2duxAMMEiya3xeC","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"YzSmgcm1iB2jiMme","name":"Feather Fall","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small feather or piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10}},"sort":350000,"flags":{},"img":"systems/sw5e/icons/powers/wind-magenta-2.jpg","effects":[]},{"_id":"5CeklSDOtVRcw7Ow","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attributes":{"powerdc":10}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"2Pd4m73pPHpWJqcI","name":"Misty Step","type":"power","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-1.jpg","effects":[]},{"_id":"NlAfFuuUM2T49wCd","name":"Telekinesis","type":"power","data":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the power, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. Make an ability check with your powercasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power.

\n

If the object is worn or carried by a creature, you must make an ability check with your Powercasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power.

\n

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-3.jpg","effects":[]},{"_id":"aM9XWV9WEslCotvD","name":"Control Weather","type":"power","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"Wx6FHxcSSoJZJlIV","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to non-magical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]}],"effects":[]} -{"_id":"AyvniEKtyroOe83p","name":"Copper Dragon Wyrmling","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":12,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":13,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":11,"proficient":1,"min":3,"mod":0,"save":2,"prof":2,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":13,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":16,"min":11},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"4d8 + 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Dragon Wyrmling","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"AyvniEKtyroOe83p","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"BQZkHEsVvkPuGJKq","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

The Copper Dragon Wyrmling attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"6mcnEM9hUPlfUT9x","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"xwWjmumhVKXd0vQM","name":"Acid Breath","type":"feat","data":{"description":{"value":"
\n

**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"FNphFmvaLB9QD8Ta","name":"Slowing Breath","type":"feat","data":{"description":{"value":"
\n

**Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]}],"effects":[]} -{"_id":"B7lBOr1AahNZs4a6","name":"Archmage","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"int":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0,"dc":17},"wis":{"value":15,"proficient":1,"min":3,"mod":2,"save":6,"prof":4,"saveBonus":0,"checkBonus":0,"dc":14},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":15}},"attributes":{"ac":{"value":12,"min":0},"hp":{"value":99,"min":0,"max":99,"temp":0,"tempmax":0,"formula":"18d8 + 18"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"int","prof":4,"powerdc":17,"powerLevel":0,"encumbrance":{"value":1,"max":150,"pct":0.6666666666666666,"encumbered":false}},"details":{"biography":{"value":"

Archmages are powerful (and usually quite old) powercasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

\n

An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.

\n

The Archmage casts mage armor, stoneskin and mind blank on itself before combat.

\n
","public":""},"alignment":"","race":null,"type":"Humanoid","environment":null,"cr":12,"powerLevel":18,"xp":{"value":8400},"source":"MM pg. 342","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"damage from powers;non-magical bludgeoning, piercing, and slashing (from stoneskin)"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":"(Any 6 Languages)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"arc":{"value":2,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"his":{"value":2,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"rel":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":4,"override":null,"max":4},"power2":{"value":3,"override":null,"max":3},"power3":{"value":3,"override":null,"max":3},"power4":{"value":3,"override":null,"max":3},"power5":{"value":3,"override":null,"max":3},"power6":{"value":1,"override":null,"max":1},"power7":{"value":1,"override":null,"max":1},"power8":{"value":1,"override":null,"max":1},"power9":{"value":1,"override":null,"max":1},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"6DauPtHPdkuwtDcK","sort":2600000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Archmage","displayName":0,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"B7lBOr1AahNZs4a6","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"gSrKQbka5aLxlcJz","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The archmage is an 18th-level powercaster. Its powercasting ability is Intelligence (power save DC 17, +9 to hit with power attacks). The archmage can cast disguise self and invisibility at will and has the following wizard powers prepared:

\n

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

\n

1st level (4 slots): detect magic, identify, mage armor*, magic missile

\n

2nd level (3 slots): detect thoughts, mirror image, misty step

\n

3rd level (3 slots): counterpower,fly, lightning bolt

\n

4th level (3 slots): banishment, fire shield, stoneskin*

\n

5th level (3 slots): cone of cold, scrying, wall of force

\n

6th level (1 slot): globe of invulnerability

\n

7th level (1 slot): teleport

\n

8th level (1 slot): mind blank*

\n

9th level (1 slot): time stop*

\n

*-The archmage casts these powers on itself before combat.

\n
\n

The archmage is an powercaster. Its powercasting ability is Intelligence.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"Wa6dckSFp3pY8yH5","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The archmage has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"HTzRxMBniAbeKQA7","name":"Fire Bolt","type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]},{"_id":"nXCPUmc30JcTIawZ","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"g80EdYzWB7lToiWJ","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"tJI3qIZnHkzxxY3g","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"KDOdp9EN4ibQJxSs","name":"Shocking Grasp","type":"power","data":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee power attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-1.jpg","effects":[]},{"_id":"VOR462tHlkC4LLRI","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"a7BHSOHkqsz5Tdx8","name":"Identify","type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

If you instead touch a creature throughout the casting, you learn what powers, if any, are currently affecting it.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pearl worth at least 100gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-1.jpg","effects":[]},{"_id":"oUzi30RNMpsJikkQ","name":"Mage Armor","type":"power","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-1.jpg","effects":[]},{"_id":"xEgoTqszEKcynu21","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"EQFMidKf7ieiCyTD","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"Pt0vjftn8ucxOWOX","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the power, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the power, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The power ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"HTU1mynIEmrJvxA8","name":"Misty Step","type":"power","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-1.jpg","effects":[]},{"_id":"FmgcWUhTwPlvquR6","name":"Counterpower","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your powercasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]},{"_id":"aqanmKIBJ0uLpLsj","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"JqOO8BxHqesSS0eT","name":"Lightning Bolt","type":"power","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-2.jpg","effects":[]},{"_id":"FjPsBXzcEt6ogvve","name":"Banishment","type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":17,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]},{"_id":"126EQl9NJWsnl8Hz","name":"Fire Shield","type":"power","data":{"description":{"value":"

Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the power early by using an action to dismiss it.

\n

The flames provide you with a warm shi⁠eld or a chill sh⁠ield, as you choose. The warm shi⁠eld grants you Resistance to cold damage, and the chill shi⁠eld grants you resist⁠ance to fire damage.

\n

In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the shiel⁠d erupts with flame. The attacker takes 2d8 fire damage from a warm shie⁠ld, or 2d8 cold damage from a cold sh⁠ield.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-red-3.jpg","effects":[]},{"_id":"D9NB8NWPDI0TZHIo","name":"Stoneskin","type":"power","data":{"description":{"value":"

This power turns the flesh of a willing creature you touch as hard as stone. Until the power ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Diamond dust worth 100 gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[]},{"_id":"EtzKTmWR9LFrp96t","name":"Cone of Cold","type":"power","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this power becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]},{"_id":"us3Zly6GB7D5qn31","name":"Scrying","type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"6SLy3dJdASjuoYnm","name":"Wall of Force","type":"power","data":{"description":{"value":"

An invisible⁠ wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting⁠ on a solid surface. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

\n

Nothing can physically pass through the wall. It is immune to all damage and can’t be dipowered by Dispel Magic. A Disintegrate power destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powder made by crushing clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-magenta-3.jpg","effects":[]},{"_id":"VLinN8yXghlevpcI","name":"Globe of Invulnerability","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

\n

Any power of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the power is cast using a higher level power slot. Such a power can target creatures and Objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Powers.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the barrier blocks Powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glass or crystal bead that shatters when the power ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-3.jpg","effects":[]},{"_id":"U8qWWRmgxVBEZ7ha","name":"Teleport","type":"power","data":{"description":{"value":"

This power instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

\n

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--
\n

Familiarity. “Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library⁠, bed linen from a royal suite, or a chunk of marble from a lich’s Secret tomb.

\n

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the power. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

\n

\"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum⁠ but instead viewed an illusion⁠, or you are attempting to teleport to a familiar location that no longer exists.

\n

On Target. You and your group (or the target object) appear where you want to.

\n

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

\n

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the power has no range limit, you could conceivably wind up anywhere on the plane.

\n

Mishap. The power’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":"","unidentified":""},"source":"PHB pg. 281","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":9,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"S5AeLTegixmkt9DE","name":"Mind Blank","type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Powers, and the Charmed condition. The power even foils Wish s⁠pells and Powers or Effects of similar power used to affect the target’s mind or to gain information about the target.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"5k3VPs3wr3MMI2I4","name":"Time Stop","type":"power","data":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use Actions and move as normal.

\n

This power ends if one of the Actions you use during this period, or any Effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the power ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4+1","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/mech_12.jpg","effects":[]},{"_id":"vgTunE3gLps5Q595","name":"Dagger","type":"weapon","data":{"description":{"value":"
\n

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

\n

The Archmage attacks with their Dagger.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"vWTVopCBB0sfk9mv","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"DzwOzkBn2JWUA8DH","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]}],"effects":[]} -{"_id":"BAT6ld8qJZetpycL","name":"Spirit 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Naga","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"BAT6ld8qJZetpycL","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"3MIiMJMdFbsbSFnb","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"LvjER2IYO6BacXQK","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":14,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"ysRLSKHlsx96LUAz","name":"Ray of Frost","type":"power","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged power attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-1.jpg","effects":[]},{"_id":"omQlBThDa8c8BLv9","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"5dIYng5MfKLw9FOB","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"fPpMfsz9yW9Vsidd","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]},{"_id":"XQYEEuZuQvzqwmVm","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"IqODj6ErLeMmctT0","name":"Hold Person","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]},{"_id":"SclsGC07QwROjWf8","name":"Lightning Bolt","type":"power","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-2.jpg","effects":[]},{"_id":"PR6y8fMbUsMmTFwU","name":"Water Breathing","type":"power","data":{"description":{"value":"

This power grants up to ten willing creatures you can see within range the ability to breathe underwater until the power ends. Affected creatures also retain their normal mode of respiration.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":false},"materials":{"value":"A short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_36.jpg","effects":[]},{"_id":"ZI5XLH1S8xnxubaL","name":"Blight","type":"power","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the power deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"power"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-acid-3.jpg","effects":[]},{"_id":"O0wJVD825doaXCWY","name":"Dimension Door","type":"power","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"pYfnUjmQQRfYJcSj","name":"Dominate Person","type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"aap2fFb4b7uX3XAO","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.

The target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

The Spirit Naga attacks with its Bite. The target must make a Constitution saving throw.

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If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish power can prevent this trait from functioning.

If it dies, the naga returns to life in 1d6 days and regains all its hit points.

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\n

The naga is a 10th-level powercaster. Its powercasting ability is Intelligence (power save DC 14, +6 to hit with power attacks), and it needs only verbal components to cast its powers. It has the following wizard powers prepared:

\n

• Cantrips (at will): mage hand, minor illusion, ray of frost

\n

• 1st level (4 slots): charm person, detect magic, sleep

\n

• 2nd level (3 slots): detect thoughts, hold person

\n

• 3rd level (3 slots): lightning bolt, water breathing

\n

• 4th level (3 slots): blight, dimension door

\n

• 5th level (2 slots): dominate person

\n
\n

The naga is a powercaster. Its powercasting ability is Intelligence and it needs only verbal components to cast its powers.

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Token artwork by Forgotten Adventures.

","public":""},"alignment":"Neutral Evil","race":null,"type":"Elemental","environment":"Desert","cr":0.5,"powerLevel":0,"xp":{"value":100},"source":"MM pg. 215","class":{}},"traits":{"size":"sm","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":["poisoned"],"custom":""},"senses":"Darkvision 60 ft.","languages":{"value":["auran","terran"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ath":{"value":0,"ability":"str","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prc":{"value":1,"ability":"wis","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":null,"max":0},"legres":{"value":null,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"lqq7AC8UiPDuwneP","sort":1700000,"flags":{},"img":"systems/sw5e/tokens/elemental/DustMephit.png","token":{"flags":{},"name":"Dust Mephit","displayName":20,"img":"systems/sw5e/tokens/elemental/DustMephit.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"BUCfQ7ihaXX75Vai","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"v3i1DaUS4Bkc8Ser","name":"Death Burst","type":"feat","data":{"description":{"value":"
\n

When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

\n
\n

When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":"on death"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"","type":"day"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat","value":"con"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_01.jpg","effects":[]},{"_id":"muKb2wMq6khBe1yH","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The mephit can innately cast sleep, requiring no material components. Its innate powercasting ability is Charisma.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

\n
\n

The Dust Mephit attacks with its Claws.

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\n

The mephit exhales a 15-foot cone of blinding dust.

\n

Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must make a Dexterity saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat","value":"dex"},"requirements":"","recharge":{"value":6,"charged":true}},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"CEL09CP91m86nFFN","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]}],"effects":[]} -{"_id":"Bupo3E9X5Ptx6XeT","name":"Draft Horse","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8}},"attributes":{"ac":{"value":10,"min":10},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":540,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

When the job of lugging lumber or trucking trade goods down a country road is simply too much for a humanoid to bear, they may find solace in the knowledge that there is a loyal, stalwart beast ready to shoulder the heavy load for them: the draft horse.  Draft horses are a breed of horse who are more readily acclimated to rugged terrain and bearing great weights.  Often covered in thicker fur to survive in more difficult climates than their short haired brethren, draft horses have stout, powerful legs and gargantuan hooves adept at clinging to the loose gravel of a mountain trail.  Many breeds of draft horse exist within the world, so the picky merchant is never without option should they entertain the idea of purchasing such a beast.  The draft horse is capable of moving loads up to 540 lbs and may easily pull a cart laden with adventurers and their spoils down the open road should they become lazy in their victories.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Urban","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 321","class":{}},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"lqq7AC8UiPDuwneP","sort":700000,"flags":{},"img":"systems/sw5e/tokens/beast/DraftHorse.png","token":{"flags":{},"name":"Draft Horse","displayName":0,"img":"systems/sw5e/tokens/beast/DraftHorse.png","tint":null,"width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Bupo3E9X5Ptx6XeT","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"dJyouOu3yDwHTXEX","name":"Hooves","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

\n

The Draft Horse attacks with its Hooves.

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\n

Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

\n

The Frost Giant attacks with its Rock.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

The Frost Giant attacks with its Greataxe.

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The giant makes two greataxe attacks.

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\n

Wreathed in fantastical golden filigree with incense twirling through the atrium, the pillars of the Solarium glittered, bathed in the warmth of the Sun Lord’s light.  From a singular hole hewn into the domed ceiling of the temple, the sunlight poured in as if it were a rushing waterfall meant to drown us all in the bright corona. I strayed from my mentor, a priest in his middle years with a soft voice and ring of grey-dappled hair about a balding head, to approach a statue set aside within a shadowed alcove.  It depicted our god in his humanoid form, an elderly man standing strictly at attention, his wild hair hanging as long as his chest length beard, a staff topped with a stern faced sun clutched in his hand.  I knelt, still only fourteen, before this statue and began to pray right then.  The next six years of my acolyte training would be nothing but a blessing, I knew. 
“The Gleaming Star”, by Bishop Bernard Portis.

\n
\n

Acolytes are those devoted followers of a particular goddess or god who have decided to take on the mantle of the clergy to better serve their chosen deity.  Often no older than teenagers (though some acolytes begin later in their lives) acolytes are trained for a number of years (typically between three to ten) depending on the strictures of their deity’s doctrines.  During their time they memorize and study all written materials concerning their deity and their teachings, learn magics (be they healing or harmful) gifted to the acolytes by their deities, and often go out into their community to provide aid to those in need or proselytize the words of their goddess or god.  Though not every acolyte climbs the ranks into full fledged priesthood, many remain highly dedicated to the church and remain to serve as life-long acolytes working closely with the lay community outside the temple walls.

\n

Recall that acolytes are trained in the arcane ways of their chosen deities.  This being the case, acolytes rarely receive sufficient martial training in comparison to the paladin ranks of the temple (unless expressly dictated otherwise by their deity’s teachings).  This being the case, the acolyte is able to unleash some basic divine magic in order to both defend themselves and allies or to call upon their patron deity for aid for injured parties.  Typically expelled in a gleaming shower of golden sparks and dazzlingly vibrant lights, the magic of the gods is truly something special, even at such a base nature.  Powers such as Cure Wounds, Sacred Flame, or Sanctuary are all practiced by acolytes early on into their divine studies.  Acolytes can make handy allies should you be in need of divine protection or a field medic for an injured compatriot.  Be sure to mind your acolyte well, however, as their powerwork can easily be interrupted if they are forced into a melee fight with a band of slavering gnolls.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Any","race":null,"type":"Humanoid","environment":null,"cr":0.25,"powerLevel":1,"xp":{"value":50},"source":"MM pg. 342","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":"Any one language (usually common)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":1,"ability":"int","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":2,"override":2,"max":2},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"6DauPtHPdkuwtDcK","sort":200000,"flags":{},"img":"systems/sw5e/tokens/humanoid/Acolyte.png","token":{"flags":{},"name":"Acolyte","displayName":0,"img":"systems/sw5e/tokens/humanoid/Acolyte.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"CHEUjiYrVM9X0vIT","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"38I6bGoguRRefN6W","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The acolyte is a 1st-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks). The acolyte has following cleric powers prepared:• Cantrips (at will): light, sacred flame, thaumaturgy• 1st level (3 slots): bless, cure wounds, sanctuary

\n
\n

The acolyte is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"FA3jpb8uEewm81am","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"lCbFAxmmdZq5iNPI","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"kQ7NemFFPEtQUZgc","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"SZu6KvZ5jyNqamsF","name":"Bless","type":"power","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]},{"_id":"c6RtpDfZ4mpNo1Ka","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

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\n

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

\n

The Acolyte attacks with their Club.

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The harpy makes two attacks: one with its claws and one with its club.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

The Harpy attacks with its Claws.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

\n

The Harpy attacks with its Club.

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\n

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

\n

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

\n

A target that successfully saves is immune to this harpy's song for the next 24 hours.

\n
\n

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must make a Wisdom saving throw. A creature can also repeat the saving throw at the end of each of its turns.

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The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid.

Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The wererat can use its action to polymorph, or return to its true form.

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The wererat has advantage on Wisdom (Perception) checks that rely on smell.

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The wererat makes two attacks, only one of which can be a bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

The Wererat attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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\n

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n
\n

The Wererat attacks with its Hand Crossbow.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n
\n

The Wererat attacks with its Shortsword.

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Token artwork by Forgotten Adventures.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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The thug makes two melee attacks.

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Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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The Thug attacks with their Heavy Crossbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

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The Thug attacks with their Mace.

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Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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The knight makes two melee attacks.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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The Knight attacks with its Greatsword.

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Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

\n

The Knight attacks with its Heavy Crossbow.

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For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

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The knight adds 2 to its AC against one melee Attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

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\n

The knight adds 2 to its AC against one melee Attack that would hit it.

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The knight has advantage on saving throws against being frightened.

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Token artwork by Forgotten Adventures.

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The bear has advantage on Wisdom (Perception) checks that rely on smell.

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The bear makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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The Black Bear attacks with its Bite.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

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The Black Bear attacks with its Claws.

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Snakes rank among the most plentiful and diverse reptiles to slither across our planet's surface. Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds. Though there are many species of snake, we will only discuss the poisonous varieties within this article. Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils. While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat. The devious snake, however, has so much more beneath its scaly surface.

\n

Don't Tread on Me. Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings. Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance. While the creature's eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them. Snakes \"smell\" with their tongues! Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues. Within the snake's mouth lies its most deadly asset in the form of two, hollow fangs. Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight. The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs. Then it's only a matter of moments until the poor creature is left dead by the snake's potent toxins. While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles. Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 1 piercing damage.

The target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

The Poisonous Snake attacks with its Bite. The target must make a Constitution saving throw.

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If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

\n

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

\n
\n

The vampire can use its action to polymorph or return to its true form.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"JaohF91Eok1kSEIG","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the vampire fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"pVlKFunmE2qxO0pe","name":"Misty Escape","type":"feat","data":{"description":{"value":"

When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

A slain vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-3.jpg","effects":[]},{"_id":"BDnluJG7T7FfBjsQ","name":"Regeneration","type":"feat","data":{"description":{"value":"

The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

The vampire regains 20 hit points at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]},{"_id":"jc3NboVcwuEiXOYn","name":"Spider Climb","type":"feat","data":{"description":{"value":"

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/green_23.jpg","effects":[]},{"_id":"RLsKLdfdmHajHSwD","name":"Vampire Weaknesses","type":"feat","data":{"description":{"value":"

The vampire has the following flaws:

\n

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

\n

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

\n

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

\n

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_40.jpg","effects":[]},{"_id":"siO3h9XOkgPVi78F","name":"Multiattack (Vampire Form Only)","type":"feat","data":{"description":{"value":"

The vampire makes two attacks, only one of which can be a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"jYBYvv9EF1UnOvqZ","name":"Unarmed Strike (Vampire Form Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+9 to hit,, 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage.

Instead of dealing damage, the vampire can grapple the target (escape DC 18).

The Vampire attacks with its Unarmed Strike.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"uqHuj7Pjf2sjny21","name":"Bite (Bat or Vampire Form Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+9 to hit,, 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.

The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

The Vampire attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+@mod","piercing"],["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"RHezeN7HzNf2oKYP","name":"Charm","type":"feat","data":{"description":{"value":"

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/light_02.jpg","effects":[]},{"_id":"c9z4o0fkxq37v8KY","name":"Children of the Night","type":"feat","data":{"description":{"value":"

The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead.

The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

The vampire magically calls swarms of bats or rats. While outdoors, the vampire can call wolves instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/green_03.jpg","effects":[]},{"_id":"rQOFEdWpVwJWS2U4","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The vampire can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

\n
\n

The vampire can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"hNBduaMwPI3vordA","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"zV0DTNKndsVldLsV","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1250000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"o4v4mHxP82HTbIOX","name":"Move","type":"feat","data":{"description":{"value":"

The vampire moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"rEmbKJQ6mpvnUPOO","name":"Unarmed Strike","type":"feat","data":{"description":{"value":"

The vampire makes one unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"pW4iNTQphTJ3litv","name":"Bite","type":"feat","data":{"description":{"value":"

The vampire makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]}],"effects":[]} -{"_id":"E9CvDPDg5dFEpVjS","name":"Guard","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":16,"min":11},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":29,"max":195,"pct":14.871794871794872,"encumbered":true}},"details":{"biography":{"value":"
\n

\".... an' then he tells me, he says, \"Mick! You can't think you'll pull one over on the Crown's Guard again? Not this time!\" he says. Well, ol' Mickey's got a trick or two up his sleeve for just such an occasion. Ain't no need for tricks n' chases when I've snagged an ol' bottle o' them Purple Posies spirits ol' Captain Murrnaband is always prattlin' on about. Ain't no guard as smart or handsome as Mickey Tenteeth!\"

\n
\n

- A story overheard from The Friendly Flumph Inn

\n

Who among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

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The Guard attacks with its Spear.

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A proud scream from on high, a blur of feathers, and the sharp embrace of long, needle sharp talons upon your flesh mark that you may have angered this raptor: the Eagle. Eagles are noble birds who traverse the skies of our woodlands and mountains in search of fatty fish, rodents, or reptiles to keep them well-fed. Eagles have wingspans as tall as any humanoid, often reaching upwards of six and a half to seven feet long! It is with these powerful wings and their keen vision that an eagle can surprise its prey from soaring heights, giving the avian the element of surprise on unsuspecting prey. I myself have witnessed an eagle swoop down from on high and scoop up a noble woman’s small pet terrier, wrenching the yowling canine from the lady’s grasp before fading away into the afternoon skies. Truly these birds are powerful specimens!

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Touch the Sky. The eagle prefers solitude when it can find it. The birds nest in homemade eyries, or nests, high above the world on mountain cliff faces. Here in the eyrie, the eagles lay their clutch of two eggs and raise a tiny, insular family with the female (and often much larger) chick taking dominance over any male born into the clan. The chicks grow under the care of their parents, being fed on a diet of regurgitated food until they are large enough to learn how to fly on their own. At this point, baby eagles are shunned from the nest and forced out into the world to fend for themselves.

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Lone Ranger. Eagles make fine companions for those who understand that these birds of prey are no mere pet, but an equal ally in their adventurers. Rangers seem particularly fond of the eagle as a hunting partner, as the birds may roam far and wide during a hunt and bring their master back any spoils they’ve found on their quest. This specialized form of modern falconry utilizes the eagles as trackers as well, as the eagle may spot prey from a great distance, then return to their master and guide them towards the quarry. Should you be adventuring out into the world and have the patience for such a companion, perhaps consider the eagle as a recommended choice for seasoned hunters.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

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The Eagle attacks with its Talons.

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The Pegasus attacks with its Hooves.

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Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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Once per turn.
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The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

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The assassin makes two shortsword attacks.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

\n

The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Assassin attacks with their Shortsword. The target must make a Constitution saving throw.

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Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Assassin attacks with its Light Crossbow. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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When the mephit dies, it explodes in a burst of jagged ice.

Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a Dexterity saving throw.

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While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

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The mephit can innately cast fog cloud, requiring no material components. Its innate powercasting ability is Charisma.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

The Ice Mephit attacks with its Claws.

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The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

The mephit exhales a 15-foot cone of cold air. Each creature in that area must make a Dexterity saving throw.

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The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently.

The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.

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The wraith can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The wraith can move through other creatures and objects as if they were difficult terrain.

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Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage.

The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The Wraith attacks with its Life Drain. The target must make a Constitution saving throw.

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While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Dire Wolf attacks with its Bite. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Frogs are the most common amphibian to inhabit our planet. Frogs live a primary amount of their lives in and around sources of water which makes them common to swamps, marshes, and bogs. This, of course, is necessary as without a nearby source of water the frog’s slick skin would dry out and kill the frog. Insect eaters by nature, the frog utilizes its long, sticky tongue to capture all manner of insects (Author’s Note: In the swamps of the south, eye witnesses have sworn to have seen a frog species large enough that they ate small birds plucked right from the air!). Frogs have a unique manner of locomotion as their hind legs are far longer and folded in comparison to their front appendages. This unique evolution allows the frog to hop about and make quite fantastic jumps when fully extending its hind legs.

\n

Tadpole evolved into Frog. Frogs begin their lives as nothing more than a jelly-like egg the size of a pinky nail. Upon hatching, the tiny frogs now in their tadpole state resemble miniature living comets, being hardly more than a ovular head and long swishing tail to propel themselves through the water. Over the course of several weeks the baby frogs develop limbs and fully evolve into their more recognizable adult form. Truly a fascinating process of development most often seen in insect species that our researchers have dubbed “metamorphosis”. What other creatures of our ever changing world could possess such a fantastic transformation as the common frog?

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The frog can breathe air and water.

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The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage.

The target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

The Cockatrice attacks with its Bite. The target must make a Constitution saving throw. On a failed save, it must repeat the saving throw at the end of its next turn.

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Mimicry is a favored trick of those with the capacity for magic and the Flying Sword is an example of the simplest yet most effective mimicry in the arcane realm.  A flying sword is just that: a sword which flies.  Enchanted by a mage (typically for the purpose of guarding a home, study, or tower) the magical flying sword rests peacefully wherever its master has left it.  These enhanced blades are given simple instructions such as, “Kill any intruders”, and until such a prompt is met, the sword will sit motionless.  While motionless, the sword is indistinguishable from any ordinary sword (excepting to those trained in seeing magical auras) which exemplifies the swords most dastardly characteristic.  Like this, the sword can rest for ages until its prompt is met and the weapon springs to life.  The sword will float from its hiding place, then slash and stab at any foolish trespassers with the confidence of a trained warrior until it is destroyed or its foes lay dead.  Upon destruction the power placed upon the sword is dissolved and the object returns to normal.

\n
\n

Author’s Note: Wary adventurers should be on alert for other weaponry such as Clubs, Axes, Crossbows, or Hammers as the enchantment can be used on most common weaponry.

\n
\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The sword is incapacitated while in the area of an antimagic field.

If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

The sword is incapacitated while in the area of an antimagic field.

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While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

\n

The Flying Sword attacks!

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Token artwork by Forgotten Adventures.

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The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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The shark can breathe only underwater.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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The Reef Shark attacks with its Bite.

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Camels are a unique species of even-toed ungulates who thrive within the deserts and arid climates of our planet. Known the world over for their large back humps (varying in number between one or two humps depending on species), camels have become an integral part of desert life due to their rugged albeit stubborn nature, nutritious meat and milk, and transportation utility. Camels have been domesticated for millennia. Highly sought after for their ability to survive within the harshest of deserts, the earliest records of camels in our world show them as domestic pack animals (much as they are utilized today) carrying heavy cargo across sandy expanses of inhospitable desert. The noble camel, however, may hold more secrets than its surface reveals.

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Watch Out, They Spit. When asking a commoner about the camel’s most unique feature they will undoubtedly tell you that it is the fleshy humps upon the camel’s tall back. Commonly, these humps were thought to hold a reservoir of fresh water so the camel may survive the sandy dunes of its homeland; this is, however, not the case at all. Dissection of the dromedary beast has shown researchers that these humps are actually composed of fatty tissue which have collected into the humps as to not overheat the beast by being spread across the body. Camels, in fact, need only drink once every ten-day as their insulated coat keeps them at an adequate temperature and they absorb sufficient water vapor through exhaling via the nostrils. Camels also have a leathery mouth-lining allowing the herbivores to chew and swallow even the thorniest of cacti should they require water in such a fashion. Should you be in the desert and in need of a sturdy beast, adventurer, why not invest your gold into the camel? Just be mindful, they enjoy spitting on those they do not trust!

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

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The Camel attacks with its Bite.

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Seahorses are one of the most docile and beautiful creatures in all of our oceans. Seahorses sport a narrow, long body ending in a curled tail with which they cling to sea plants. The seahorse’s head is long and narrow (resembling its land-dwelling namesake) tipped with a flute-like nose. Seahorses lack many of the supportive fins in comparison to other sea creatures, rather they have one long fin along their spine and two miniscule fins on opposite sides of their torsos which allow the tiny creatures to propel themselves through the water. Unfortunately these docile creatures do not make the best familiar choices as they only inhabit tropical, shallow waters to utilize the cover of corals for protection. Seahorses should be observed and enjoyed, but I would advise endangering your familiar by placing it into this beautiful little form.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The sea horse can breathe only underwater.

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Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the tiger can make one bite attack against it as a bonus action.

\n

Actions

\n

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

\n

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

\n

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The tiger has advantage on Wisdom (Perception) checks that rely on smell.

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\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

\n

If the target is prone, the panther can make one bite attack against it as a bonus action.

\n
\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

\n

The Tiger attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

\n

The Tiger attacks with its Claw.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

The Young Brass Dragon attacks with its Bite.

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\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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\n

**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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\n

**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Brass Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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Evil and Good","type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"Dr4cGcqsYMTi7qHd","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"w4lWgsWHbGMdLkAo","name":"Pass without Trace","type":"power","data":{"description":{"value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-air-1.jpg","effects":[]},{"_id":"arOfxCz5ASKVxw8U","name":"Calm Emotions","type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"IJ6p0c0QNJpaZ2F0","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"oSSTtEGfLr6l3oEv","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"iWDQPwdffkW06c2Y","name":"Charge","type":"feat","data":{"description":{"value":"

If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]},{"_id":"8yPzMeXvBJC2POQK","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The unicorn's innate powercasting ability is Charisma (power save DC 14). The unicorn can innately cast the following powers, requiring no components:

\n

At will: detect evil and good, druidcraft, pass without trace

\n

1/day each: calm emotions, dispel evil and good, entangle

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"MW3V6fHknXOLuVxU","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The unicorn has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"hyiKyfKiplfTQ0ZX","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

The unicorn's weapon attacks are magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1700001,"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]},{"_id":"vnAmgF7ZkpmDIJSc","name":"Multiattack","type":"feat","data":{"description":{"value":"

The unicorn makes two attacks: one with its hooves and one with its horn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"f7m44y4TqYYcunMj","name":"Hooves","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

The Unicorn attacks with its Hooves.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]},{"_id":"ORrGdhTLKLTKK3BH","name":"Horn","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.

The Unicorn attacks with its Horn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-tusk.jpg","effects":[]},{"_id":"uCaHWOOBeJEyR1ay","name":"Healing Touch","type":"feat","data":{"description":{"value":"

The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]},{"_id":"W5ceTePXIPlUuiEY","name":"Teleport","type":"feat","data":{"description":{"value":"

The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":1,"long":null,"units":"mi"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":2200001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"uGNhUMAmD8L5AD1M","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The unicorn can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

\n
\n

The unicorn can take 3 legendary actions.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The unicorn makes one attack with its hooves.

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The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

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The unicorn magically regains 11 (2d8+2) hit points.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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\n

Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

\n

The Adult Green Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Green Dragon attacks with its Claw.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Green Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["16d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"jls6tBzceKBhLIJ9","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Nobles, those of our nations born with a silver spoon in their mouths and the wealth with which to buy influence and power across the world. Nobles can run the gamut of humanoid races, so long as these folks have the wealth to back up their claim to a noble title. Not all nobles are born into wealth however; in rare cases nobles may earn their status by dedicated work to the lords of their regions or by simply having titles given to them via friends finding themselves in positions of power. Through all of the perfume and powders adorning a noble's body, no stink is so ever present as that of corruption wafting just below the flowery mask.

\n

Entourage. Nobles rarely travel alone outside of their massive estates, prefering to be flanked by a retinue of trained bodyguards and faithful servants. This should always be kept in mind when dealing with nobles; there is never simply the nobleman/woman alone beyond their estate walls. Should a brigand be fearsome enough to make it through the noble's well-paid defenses, the monied elite is certainly a force to be reckoned with. Noble-birthed children receive some of the finest martial training in the land from an early age and are well equipped to strike back with sword or rapier. Keep an eye on your own footwork should you misstep and leave yourself open to a noble's well practiced parry. Be mindful of whom you may approach in a fight, as a noble has so much more to offer than their warm blood spilt carelessly upon the earth.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Any Alignment","race":null,"type":"Humanoid (any race)","environment":null,"cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 348","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":"any two languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","mod":3,"bonus":0,"passive":15,"prof":2,"total":5},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"itm":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"med":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","mod":3,"bonus":0,"passive":15,"prof":2,"total":5},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"8kEIcpvnYCYQJ2sV","sort":300000,"flags":{},"img":"systems/sw5e/tokens/humanoid/NobleSwordM.png","token":{"flags":{},"name":"Noble","displayName":20,"img":"systems/sw5e/tokens/humanoid/NobleSwordM.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"GlaCGcgIP6YjBjGc","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"87olpriernjyGLbC","name":"Breastplate","type":"equipment","data":{"description":{"value":"

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

The Noble attacks with its Rapier.

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The noble adds 2 to its AC against one melee Attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

The noble adds 2 to its AC against one melee Attack that would hit it.

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Grimlock are a species of subterranean monsters whom evolved from modern day humans over the course of several hundred years.  Grimlocks were formerly human cultists who worshipped dark, manipulative masters deep within the caverns beneath the world.  These dark magicians meddled magically with the minds of the cultists, turning the unexpecting stooges into little more than slaves.  In veneration to their barbarous masters, the former cultists began to turn to cannibalism as a holy sacrament in order to become closer to their false gods.  However, this enslavement and isolation transformed the humans; their skin grew pallid and grey, their hair grew in coarse patches across their craggy bodies, and due to the maddening darkness, these new creatures, the Grimlocks, lost their ability to see.  Mutated and blind, the Grimlocks were left without guidance when their masters vanished without a trace.  Grimlocks still haunt the deep places of the earth to this very day.  Grimlocks prefer to lurk within the shadows as their grey, mottled skin resembles the stone surrounding them.  From a hidden perch atop a rock they lay in wait, their calloused hands gripping clubs made of sharpened bone.  Listen closely should your journey take you into the underground, as the feverish whispers of the Grimlock venerating their fallen masters can be heard clearly echoing throughout the caverns in which they creep.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The grimlock can't use its blindsight while deafened and unable to smell.

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The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

The Grimlock attacks with its Spiked Bone Club.

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Token artwork by Forgotten Adventures.

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The scorpion makes three attacks: two with its claws and one with its sting.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

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The target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

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The Giant Scorpion attacks with its Claw. The target is grappled.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

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The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

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The Giant Scorpion attacks with its Sting. The target must make a Constitution saving throw.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

The Orc attacks with its Greataxe.

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Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The Orc attacks with its Javelin.

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Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it.

If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

The Cloaker attacks with its Bite. A creature, including the target, can take its action to detach the cloaker by succeeding on a Strength check.

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While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down) and that creature takes the other half.

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While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

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While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

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The cloaker makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack:+6 to hit,, 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

The Cloaker attacks with its Tail.

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Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn.

If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must make a Wisdom saving throw.

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The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

\n

Whenever any creature targets the cloaker with an attack or a harmful power while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

\n

A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage.

If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

The Tyrannosaurus Rex attacks with its Bite. If the target is a Medium or smaller creature, it is grappled. Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

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The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

The Tyrannosaurus Rex attacks with its Tail.

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Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see.

If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

The golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself.

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If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

If the golem takes fire damage, it has disadvantage on some rolls.

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The golem is immune to any power or effect that would alter its form.

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Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

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The golem has advantage on saving throws against powers and other magical effects.

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The golem's weapon attacks are magical.

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The golem makes two slam attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Flesh Golem attacks with its Slam.

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Skittering through the undergrowth of a dark forest or wriggling free from the dilapidated stone walls of a dank catacomb, giant centipedes resemble their miniscule cousins in all ways beyond size.  These slithering, scuttling arthropods are nearly the size of a small dog with sharpened mandibles measuring several inches in length at the tip of their head.  Much like the average centipede, these creatures bear the multitude of slinking legs flanking both sides of its tubular body and seethe with the aggression of a wild boar.  Giant centipedes think little beyond their next meal and will attack nearly any creature who enter into their territory, lashing out with their crushing mandibles capable of breaking through leather armor with ease.  Once the centipede has successfully gripped its victim with its pinching mandibles, it delivers a potent poison into its target’s blood stream which (in rare cases) may act as a minor paralytic should the creature fall unconscious while poisoned.  Keep an eye out while donning your boots should you choose to rest within the domain of the giant centipede.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

\n

The target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

\n
\n

The Giant Centipede attacks with its Bite. The target must succeed on a DC 11 Constitution saving throw or take poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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\n

“Hey there Mr. Goodberry lookie here! I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard. These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes. What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces. Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe. Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options! However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids. The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+0 to hit,, 5 ft., one target. Hit: 1 piercing damage.

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The Lizard attacks with its Bite.

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The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can breathe air and water.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

The Black Dragon Wyrmling attacks with its Bite.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

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When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

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When the azer hits with a metal melee weapon, it deals extra fire damage (included in the attack).

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The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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A heavy metal hammer capable of being wielded with a single hand with a shield or in two hands to deliver crushing concussive blows.

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Token artwork by Forgotten Adventures.

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The toad can breathe air and water.

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The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage.

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The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

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The Giant Toad attacks with its Bite. The target is grappled. Until this grapple ends, the target is restrained, and the toad can't bite another target.

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The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends.

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The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

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The Giant Toad attacks with its Swallow.

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Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Any creature that starts its turn within 5 ft. of the ghast must succeed on a Constitution saving throw.

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The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

The Ghast attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Ghast attacks with its Claws. If the target is a creature other than an undead, it must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

The Silver Dragon Wyrmling attacks with its Bite.

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The dragon uses one of the following breath weapons.

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**Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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\n

The dragon breathes in!

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**Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a Constitution saving throw

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**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area make a Constitution saving throw.

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This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

\n

The Veteran attacks with their Longsword.

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The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The Veteran attacks with its Shortsword.

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Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

The Veteran attacks with its Heavy Crossbow.

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If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes extra slashing damage. If the target is a creature, it must make aStrength saving throw or be knocked prone.

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The wereboar makes two attacks, only one of which can be with its tusks.

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If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

If the wereboar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid.

Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The wereboar can use its action to polymorph, or return to its true form.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

The Wereboar attacks with its Tusks. If the target is a humanoid, it must make a Constitution saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

\n
\n

The Wereboar attacks with its Maul.

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Baboons inhabit grassy plains and sparsely covered woodlands, moving always in small packs called troops. Primarily land-bound mammals, a baboon will use its powerful upper body to scamper up into a tree with alarming speed. Do not be misled by the size of this creature; a single woodland baboon can easily prove more vicious than an entire pack of hungry wolves. At first glance a baboon may appear an easy target for unwary adventurers as they are only three to four feet in length, weighing up to forty pounds per recent recordings. No larger than a healthy human child. This, however, is merely deception as the forest monkeys can easily overpower a group of unprepared travelers. Hidden within their dog-like muzzles are deadly sharp canines and behind their eyes is a shockingly intelligent mind.

\n

Tooth Troop. Baboons are at their strongest when surrounded by their troop where they employ simplistic pack tactics to take down their foes. The monkeys have been observed skulking through tall grasses to set an ambush for unsuspecting prey or banding together to single out and mercilessly maul specific targets before moving to the next. Troops are governed by a single alpha who acts as the primary guardian of their fellows. Beneath the alpha, the troop works collaboratively, sharing food and resources between each other and engaging in communal grooming sessions to strengthen their bonds. Baboon young are raised in small family groups, being instructed by multiple adults at a time. A truly fascinating community and unique to our animal kingdom, baboons should be given a wide berth and travelers should cautiously handle an unexpected meeting by a local troop should your paths cross.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

\n

The Baboon attacks with its Bite.

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Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

\n

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\n

The druid is a 4th-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks).

\n

It has the following druid powers prepared:

\n

Cantrips (at will): druidcraft, produce flame, shillelagh

\n

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

\n

2nd level (3 slots): animal messenger, barkskin

\n
\n

The druid is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"gdpkOBvo0Jxb3OVR","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"QwPEzLNW8iVCL7cR","name":"Produce Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also Attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged power Attack. On a hit, the target takes 1d8 fire damage.

\n

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-orange-2.jpg","effects":[]},{"_id":"326YyjtlKmYZh3T3","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"BdApmAz4M3id4rnL","name":"Longstrider","type":"power","data":{"description":{"value":"

You touch a creature. The target's speed increases by 10 feet until the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-1.jpg","effects":[]},{"_id":"lXZnkgspOXxSoLPF","name":"Speak with Animals","type":"power","data":{"description":{"value":"

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]},{"_id":"2ZxbeICwcq94lFTU","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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By means of this power, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the power toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

\n

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the power ends, the message is lost, and the beast makes its way back to where you cast this power.

\n

At Higher Levels. If you cast this power using a power slot of 3rd level or higher, the duration of the power increases by 48 hours for each slot level above 2nd.

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The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your powercasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The power ends if you cast it again or if you let go of the weapon.

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You touch a willing creature. Until the power ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

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\n

Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.

\n

The Druid attacks with its Quarterstaff.

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The hydra can hold its breath for 1 hour.

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The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

\n

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

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At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

\n
\n

The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

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While the hydra sleeps, at least one of its heads is awake.

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The hydra makes as many bite attacks as it has heads.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

The Hydra attacks with its Bite.

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The ape makes two fist attacks.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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The Ape attacks with its Fist.

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Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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The Ape attacks with its Rock.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

\n

A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

\n
\n

The Swarm of Centipedes attacks with a flurry of Bites.

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If the tarrasque fails a saving throw, it can choose to succeed instead.

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The tarrasque has advantage on saving throws against powers and other magical effects.

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Any time the tarrasque is targeted by a magic missile power, a line power, or a power that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected.

On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

The tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

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The tarrasque deals double damage to objects and structures.

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The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

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Melee Weapon Attack:+19 to hit,, 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage.

If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

The Tarrasque attacks with its Bite. If the target is a creature, it is grappled. Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

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Melee Weapon Attack:+19 to hit,, 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

The Tarrasque attacks with its Claw.

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Melee Weapon Attack:+19 to hit,, 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.

The Tarrasque attacks with its Horns.

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Melee Weapon Attack:+19 to hit,, 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

The Tarrasque attacks with its Tail. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.

Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a Wisdom saving throw.

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The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends.

While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

The Tarrasque attacks with its Swallow.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The tarrasque can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn.

\n
\n

The tarrasque can take 3 legendary actions.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The tarrasque makes one claw attack or tail attack.

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The tarrasque moves up to half its speed.

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The tarrasque makes one bite attack or uses its Swallow.

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The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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When one of the ettin's heads is asleep, its other head is awake.

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The ettin makes two attacks: one with its battleaxe and one with its morningstar.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

The Ettin attacks with its Battleaxe.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

The Ettin attacks with its Morningstar.

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The dryad's innate powercasting ability is Charisma (power save DC 14). The dryad can innately cast the following powers, requiring no material components:

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At will: druidcraft

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3/day each: entangle, goodberry

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1/day each: barkskin, pass without trace, shillelagh

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Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"FNz3TuwOTx2PRjgB","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"fTuW1a9H5UWeGMeC","name":"Goodberry","type":"power","data":{"description":{"value":"

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this power.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A spring of mistletoe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-1.jpg","effects":[]},{"_id":"czKMH6YSTDmJLmjb","name":"Barkskin","type":"power","data":{"description":{"value":"

You touch a willing creature. Until the power ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[]},{"_id":"NXPG19gpvi65HMqg","name":"Pass without Trace","type":"power","data":{"description":{"value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Ashes from a burned leaf of mistletoe and a sprig of spruce","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-air-1.jpg","effects":[]},{"_id":"d5IswUCOFC1xTCGq","name":"Shillelagh","type":"power","data":{"description":{"value":"

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your powercasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The power ends if you cast it again or if you let go of the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","bludgeoning"],["@mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-jade-1.jpg","effects":[]},{"_id":"JExoadfmCtQH6vsK","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The dryad has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"beL4bLUcyTb1Sxgz","name":"Speak with Beasts and Plants","type":"feat","data":{"description":{"value":"

The dryad can communicate with beasts and plants as if they shared a language.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"wwQTeXOmFLO2MW0Y","name":"Tree Stride","type":"feat","data":{"description":{"value":"

Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/green_26.jpg","effects":[]},{"_id":"DNPx6Myd5rHTGu4a","name":"Club","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

\n
\n

The Dryad attacks with its Club.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 4","bludgeoning"]],"versatile":"1d8 + 4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]},{"_id":"OdzhvEDeD06BWsZS","name":"Fey Charm","type":"feat","data":{"description":{"value":"
\n

The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed.

\n

The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.The dryad can have no more than one humanoid and up to three beasts charmed at a time.

\n
\n

The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must make a Wisdom saving throw. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"one humanoid or beast"},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"spec","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/green_10.jpg","effects":[]}],"effects":[]} -{"_id":"KUpbXdn1XmHEeOPk","name":"Merfolk","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":11,"min":11},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":10,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":150,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Adorned in shells and brightly hued aquatic plants, the Merfolk who inhabit the oceans of our world are truly unique in their evolution. Though many modern researchers do not abide by this tale, it is rumored that Merfolk evolved from a colony of humans whose city sank below the waves in a catastrophic accident. The Merfolk themselves, however, choose neither to confirm or deny this tale. Very basically, Merfolk resemble an average humanoid with a few key differences. Where one would expect to find legs beneath the torso of a human, they would instead find the powerful tail of a relatively sized fish. Merfolk also have frilled gills adorning their necks allowing them to breathe the salty waters of the ocean's depths. Several additional fins grace the Merfolk's lithe body about the biceps and hips. Upon the Merfolk's humanoid head rests a single, large frill webbed by translucent skin which may raise or fold back depending on the Merfolk's mood.

\n

Murmaider. Merfolk live along the coastal waters of continental shelves, rarely allowing themselves to drift down into the darker depths of the ocean's abyss. Here in the more shallow tides, the Merfolk build their homes into thriving coral reefs, labyrinthian undersea caverns, and even the hollowed out remains of once coastal cities or sunken vessels. Anywhere shrouded from the view of prying land-dwellers makes the perfect home for a Merfolk. The Merfolk's reclusiveness is so well known, that mariners would tell fanciful tales of meeting a Merfolk for a midnight tryst, only to be abandoned at sunrise by the elusive creature. Most of the mariner's fellows would shove the notion aside, having never seen a living or dead Merfolk in all their years at sea. This is not to say that Merfolk will flee from intruders should an unfortunate landlubber find their way into a Merfolk's abode. Armed with spears of sharpened coral and powerful webbed hands ending in dagger-like barbs the Merfolk are well equipped to defend themselves within their aquatic homes. Take care on the open seas, adventurer, and never run afoul of the Merfolk.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Neutral","race":null,"type":"Humanoid (merfolk)","environment":"Underwater","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 218","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":["aquan","common"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":1,"ability":"wis","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"AljGyVrrsrPBi1QM","sort":800000,"flags":{},"img":"systems/sw5e/tokens/humanoid/MerfolkBlue.png","token":{"flags":{},"name":"Merfolk","displayName":20,"img":"systems/sw5e/tokens/humanoid/MerfolkBlue.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"KUpbXdn1XmHEeOPk","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"LNKGvXlnCZFO9bEv","name":"Amphibious","type":"feat","data":{"description":{"value":"

The merfolk can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]},{"_id":"sN28gnBGF2TVdd53","name":"Spear","type":"weapon","data":{"description":{"value":"

Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

The Merfolk attacks with its Spear.

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Token artwork by Forgotten Adventures.

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The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

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The swarm can breathe only underwater.

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Melee Weapon Attack:+5 to hit,, 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Quippers attacks with a flurry of Bites.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

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The Chain Devil attacks with its Chain. The target is grappled if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained.

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When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be Frightened until the end of its turn.

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The devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. make a Wisdom saving throw.

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Magical darkness doesn't impede the devil's Darkvision.

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The creature has advantage on saving throws against powers and other magical effects.

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The devil makes two attacks with its chains.

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Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

\n

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

\n
\n

Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"bv3JBxBKqZC8v8nn","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"Agqr1hnuqnhBNgYq","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"yHQn7ZK82eaESdZ9","name":"Cone of Cold","type":"power","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this power becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]},{"_id":"GmktgRgXDpGbMXMX","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]},{"_id":"X7zpSL5rrVWY6gco","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]},{"_id":"m65uENAa93Pz8lLl","name":"Chain Mail","type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":true},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"FC0FNE8O4rnbth8s","name":"Glaive","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

The Oni attacks with its Glaive.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":20,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":true,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":true},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]},{"_id":"q7J7PERrJb2vxtlt","name":"Claw (Oni Form Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

The Oni attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"HiGvFK1bT8zkJA3r","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The oni's innate powercasting ability is Charisma (power save DC 13). The oni can innately cast the following powers, requiring no material components:

\n

At will: darkness, invisibility

\n

1/day each: charm person, cone of cold, gaseous form, sleep

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"7YSwI62Budsr6HzO","name":"Multiattack","type":"feat","data":{"description":{"value":"

The oni makes two attacks, either with its claws or its glaive.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"8liUuXPhjNLKYMMx","name":"Regeneration","type":"feat","data":{"description":{"value":"

The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

The oni regains 10 hit points at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]},{"_id":"HJDOmnRX2zQuXraB","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

the oni's weapon attacks are magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]},{"_id":"QGNzJqfTHnbhjzFN","name":"Change Shape","type":"feat","data":{"description":{"value":"

The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]}],"effects":[]} -{"_id":"LPdX5YLlwci0NDZx","name":"Raven","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8}},"attributes":{"ac":{"value":12,"min":12},"hp":{"value":1,"min":0,"max":1,"temp":0,"tempmax":0,"formula":"1d4 - 1"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":50,"swim":0,"walk":10,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":15,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight. The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects. However, something truly special lurks behind the dark abyss of this bird’s eyes. Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

\n

Musings and Mimicry. Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly. From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom. Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless! You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku. Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them. Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Swamp","cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 335","class":{}},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"RSebJT8R6qUqPs4A","sort":200000,"flags":{},"img":"systems/sw5e/tokens/beast/Raven.png","token":{"flags":{},"name":"Raven","displayName":20,"img":"systems/sw5e/tokens/beast/Raven.png","tint":null,"width":1,"height":1,"scale":0.8,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"LPdX5YLlwci0NDZx","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"nDvgtu7NSNCrREAv","name":"Mimicry","type":"feat","data":{"description":{"value":"

The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":"wis"},"requirements":"Raven","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_18.jpg","effects":[]},{"_id":"p8JmuP7pndzbZVzj","name":"Beak","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 1 piercing damage.

\n

The Raven attacks with its Beak.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/beast_02.jpg","effects":[]}],"effects":[]} 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If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_28.jpg","effects":[]},{"_id":"gb5HcbKlmYUvLAsk","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The efreeti's innate power casting ability is Charisma (power save DC 15, +7 to hit with power attacks). It can innately cast the following powers, requiring no material components:

\n

At will: detect magic

\n

3/day: enlarge/reduce, tongues

\n

1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"Z3lehnNeZEWivGFk","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"45L0BCYOXLgO7jsh","name":"Enlarge/Reduce","type":"power","data":{"description":{"value":"

You cause a creature or an object you can see within range to grow larger or smaller for the Duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the power has no effect.

\n

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

\n

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the power ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target’s Weapons also grow to match its new size. While these Weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

\n

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the power ends, the target also has disadvantage on Strength Checks and Strength Saving Throws. The target’s Weapons also shrink to match its new size. While these Weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]},{"_id":"1FhySmgXlZvUghTb","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"gWEMjYhRVIEnKbZH","name":"Conjure Elemental (fire elemental only)","type":"power","data":{"description":{"value":"

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the power ends.

\n

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]},{"_id":"twlhthYQ2LFEFrZL","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]},{"_id":"oHfYhvrstVQaIp0L","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"XxDBVMHqMcyi1Mmy","name":"Major Image","type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"WDV3q3WwtulRdlVs","name":"Plane Shift","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":15,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"cPcHBmgT0kqNEOdR","name":"Wall of Fire","type":"power","data":{"description":{"value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, selected by you when you cast this power, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]},{"_id":"2NzoIyouATBfPgdc","name":"Multiattack","type":"feat","data":{"description":{"value":"

The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.

The Efreeti attacks with its Scimitar.

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Ranged Power Attack:+7 to hit,, 120 ft., one target. Hit: 17 (5d6) fire damage.

The Efreeti attacks with its Hurl Flame.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"amUUCouL69OK1GZU","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

The Adult Black Dragon attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","piercing"],["1d8","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"uXxifk618IakGfYG","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Black Dragon attacks with its Claw.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Black Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"A3azHlbNcHLRgogu","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"Xlzm4nSYrmGB03GH","name":"Amphibious","type":"feat","data":{"description":{"value":"

The dragon can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]},{"_id":"6gjpG1ezpMNyJDGc","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"6bromElr0abqNXJL","name":"Acid Breath","type":"feat","data":{"description":{"value":"

The dragon exhales acid in a 60-foot line that is 5 feet wide.

Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"tWGObm0RZMwSrQLU","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"LgqLdk3VQOVcO5UI","name":"Tail Attack","type":"weapon","data":{"description":{"value":"
\n
\n

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

\n
\n
\n

The dragon slams its long tail against its foe!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"kFPbmQZGCKfWRXpq","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"RnqMV5Ur5n9S3wIt","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

The Horned Devil attacks with its Fork.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

The Horned Devil attacks with its Tail. If the target is a creature other than an undead or a construct, it must make a Constitution saving throw.

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The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

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Ranged Power Attack:+7 to hit,, 150 ft., one target. Hit: 14 (4d6) fire damage.

\n

If the target is a flammable object that isn't being worn or carried, it also catches fire.

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The Horned Devil attacks with its Hurl Flame. If the target is a flammable object that isn't being worn or carried, it also catches fire.

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The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

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The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

The Manticore attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

The Manticore attacks with its Claw.

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Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

The Manticore attacks with its Tail Spike.

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Gold Dragon","displayName":0,"img":"icons/svg/mystery-man.svg","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":60,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"MO382D2sxtAIuUC5","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"resources.legact"},"randomImg":false},"items":[{"_id":"EDuUEVF5kjzG5YQZ","name":"Amphibious","type":"feat","data":{"description":{"value":"

The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"tx5M41t7JlSuVQ9R","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Adult Gold Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Adult Gold Dragon attacks with its Claw.

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Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Adult Gold Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"GTmsKSKk8kTlQXkT","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"zoAkmBfD677QYuSh","name":"Fire Breath","type":"feat","data":{"description":{"value":"
\n

**Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"KfnqUfoAw7IVzVpy","name":"Weakening Breath","type":"feat","data":{"description":{"value":"
\n

**Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 60-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"Fyvg74zRJWn05uhK","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"RNFCtDcWoF0NAvl2","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"QtK9Z8y5x78hUIxF","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"FehkcXNr3EsmJMif","name":"Tail Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"G0aqIC7Haxea184o","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"cone"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"jAr1sQYarE6ySAbR","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Related to the fey pixie who dances merrily through sunlit glades, Sprites resemble their more fanciful kin in size only.  Sprites are tiny humanoids held aloft by a pair of dragonfly’s wings who inhabit glades dappled with mushrooms, wild flowers, and occasionally fellow fey creatures such a living trees whom allow the Sprites to construct villages within their ample boughs.  Here in the bosom of nature’s serenity the Sprites exist with one purpose: protect their home at all costs.  Unlike their Pixie kin, Sprites are fearsome warriors and adept poison crafters willing to lay down their lives to protect their glade.  Should an intruder enter into their territory, the Sprites will take to the trees and bushes causing all manner of racket in an attempt to scare off the intruder without conflict.  If the intruder remains, they will dart out and surround the invader, filling it with poison tipped arrows.  The poison is not deadly, rather, it renders the victim unconscious so the Sprites may flee to a safer location within the forest.

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Closer to the Heart. While Sprites make fearsome warriors, they are not without reason in analyzing their enemies.  Upon rendering a creature unconscious, the Sprite can touch the creature and learn the true nature of the creature’s heart, be they good or evil, by “seeing” their heart.  As the heart never lies, the Sprite can make keen judgements about the creature’s intentions and determine if they are truly a threat using this “heart sight”.  In some instances, Sprites have been known to ally themselves with good natured creatures, especially if that creature has come to topple an evil-aligned fey creature in their forest home.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage.

The Sprite attacks with its Shortbow.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 1 slashing damage.

The Sprite attacks with its Longsword.

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The sprite magically turns invisible until it attacks or casts a power, or until its concentration ends (as if concentrating on a power). Any equipment the sprite wears or carries is invisible with it.

The sprite magically turns invisible. Any equipment the sprite wears or carries is invisible with it.

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The sprite touches a creature and magically knows the creature's current emotional state.

If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

The sprite touches a creature. target must make a Charisma saving throw.

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A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The shark can breathe only underwater.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

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The Giant Shark attacks with its Bite.

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Jackals are a species of wild dog who roam the deserts and wilting grasslands of our planet. Jackals are closely related to coyotes, the two species commonly hunt and travel through similar territories causing confusion among untrained researchers. Often a bright golden to light beige tone, the jackal’s fur is marked with notable black stirpes which run horizontally in thick bands across the beasts’ bodies. Jackals have a unique social structure among canids as they most often shirk life with a pack in favor of finding a singular, monogamous mate with whom they remain in a wide territory. This is not to say that some jackals do not form packs; however, it will be more common in your travels to spot a bachelor or breeding pair rather than a whole cluster of these beasts. Much like the savannah’s hyenas, the jackal does not escape the skeptical eye of the trained adventurer as the warning sign of evil upon the horizon. Gifted sentience and the ability of shape-changing by the Demon Lord Graz’zt, newly created beasts dubbed Jackalweres resemble humanoid jackals in their hybrid forms. Now bound to the Demon Lord, the Jackalwere assumes the life of a slaver, plucking unsuspecting humanoids from their comfortable lives by rendering them helpless under the Jackalwere’s magical, sleep inducing gaze. Beware young adventurers, for the small jackal you see feasting upon carrion by the road’s edge may be the servant of a demonic overlord in magical disguise.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

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The Jackal attacks with its Bite.

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A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

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If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

\n
\n

If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

\n

The Mammoth attacks with its Gore.

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Melee Weapon Attack:+10 to hit,, 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

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The Mammoth attacks with its Stomp.

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

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You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

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You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"ekyK2B3pBekiMM36","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the power, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the power, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The power ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"eXsj54wfmxGKm6xn","name":"Scrying","type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"ozJoL89JV1uXZMMm","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"ksDdjq2GCv4Co14h","name":"Geas","type":"power","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the power.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the power ends.

\n

You can end the power early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish power also ends it.

\n

At Higher Levels. When you cast this power using a power slot of 7th or 8th level, the Duration is 1 year. When you cast this power using a power slot of 9th level, the power lasts until it is ended by one of the Powers mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-air-3.jpg","effects":[]},{"_id":"mSRxk4sD2tHfYAUo","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The lamia's innate powercasting ability is Charisma (power save DC 13). It can innately cast the following powers, requiring no material components:

\n

At will: disguise self (any humanoid form), major image

\n

3/day each: charm person, mirror image, scrying, suggestion

\n

1/day: geas

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"LjPDX0VIEJRv0boG","name":"Multiattack","type":"feat","data":{"description":{"value":"

The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"lqr5NeudKmKQfSpZ","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

The Lamia attacks with its Claws.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+@mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"jMTZfqYRB58CwXyw","name":"Dagger","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

The Lamia attacks with its Dagger.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":true,"fir":false,"foc":false,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"cd8MN5gJkmUn1RTE","name":"Intoxicating Touch","type":"feat","data":{"description":{"value":"

Melee Power Attack:+5 to hit,, 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

The target has disadvantage on Wisdom saving throws and all ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/green_15.jpg","effects":[]}],"effects":[]} -{"_id":"NAISFPoNNgUCsEyW","name":"Zombie","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0,"dc":8},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":8,"min":8},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"3d8 + 9"},"init":{"value":0,"bonus":0,"mod":-2,"total":-2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":195,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

When the magic of necromancy is utilized upon the preserved flesh of a humanoid, a zombie will rise to serve its dark master.  In much the same way that an animated skeleton is returned from the dead so too are zombies shunted back into this world.  While a skilled powercaster may animate the dead and command the newly awakened, zombies may also rise in areas of the world saturated with necromantic energy.  In this situation, the zombies will not obey the command of a master, but roam aimlessly in a small area until they either find something to attack and consume or rot away into a pile of inanimate bones.  

\n

Re: Your Brains. Zombies do retain quite a lot of their former selves in regards to their physical appearance.  Zombies will still show the wounds or disease scars which slew them upon reanimating.  The symptoms of decay will also be present as many freshly spawned zombies will be bloated, have patches of skin sloughing from their bodies, or even trailing entrails from exploded abdomens.  While a zombie may resemble the person they were before, there is nothing at work within the head except mindless hunger.  Zombies stumble through their existence in a perpetual state of mindlessness only able to heed their master’s orders.  This fact of the zombie’s mind makes them invaluable warriors for a necromancer in need.  Zombies are direct and will shamble off towards their quarry without so much as a second thought to their own safety.  It’s been noted that some zombies have walked through fires or pits of acid in order to reach their enemies.  Once they reach their target, zombies will pummel and bite at their enemy until either they or the enemy fall in the tussle.  Zombies may also wield weapons, though not cleverly; zombies will not be able to reclaim a weapon should they be disarmed as the lack of weapon will simply drive them to claw with their broken hands.  The magic which binds the zombie to the mortal plane is tricky to the uninitiated as well, so please be warned young adventurers!  Should you fell a zombie, be aware that the creature may not be fully dead for the second time; you should always be sure to wait and see if the beast attempts to rise once more before wandering deeper into the dungeon.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Neutral Evil","race":null,"type":"Undead","environment":"Urban","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 316","class":{}},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"senses":"Darkvision 60 ft.","languages":{"value":[],"custom":"understands the languages it knew in life but can't speak"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ani":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ste":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"sur":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"KfEs7N8n2rnnVvlr","sort":0,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Zombie","displayName":0,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"NAISFPoNNgUCsEyW","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"Ed7XgnZu9qRs3qdn","name":"Slam","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

The Zombie attacks with its Slam.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"RDeCoZRniQBNq0rX","name":"Undead Fortitude","type":"feat","data":{"description":{"value":"

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw.

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The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option.

An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

The treant magically animates one or two trees it can see within 60 feet of it.

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While the treant remains motionless, it is indistinguishable from a normal tree.

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The treant makes two slam attacks.

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Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

The Treant attacks with its Rock.

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The treant deals double damage to objects and structures.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

The Treant attacks with its Slam.

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The dragon can breathe air and water.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

The Young Bronze Dragon attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

\n
\n

The dragon breathes in!

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*Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

\n
\n

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The Young Bronze Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+6 to hit,, 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

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The Giant Constrictor Snake attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage.

\n

The target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

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The Giant Constrictor Snake attacks with its Constrict. The target is grappled. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

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The pudding can move through a space as narrow as 1 inch wide without squeezing.

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A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes.

\n

After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

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\n

A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes.

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The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage.

\n

In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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\n

The Black Pudding attacks with its Pseudopod. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers.

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When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 Hit Points. Each new pudding has Hit Points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

\n
\n

The pudding splits into two new puddings. New puddings are one size smaller than the original pudding.

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Token artwork by Forgotten Adventures.

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Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"vu2mWlani0t9sJpB","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"FhtMJRVrup9K4POO","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"o3MdwgbPSlPlcSB2","name":"Confusion","type":"power","data":{"description":{"value":"

This power assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the power must make a Wisdom saving throw otherwise it will be affected by the power.

\n

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

\n

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the power ends for this target.

\n

Higher Levels. When you cast this power using a level power slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher power slot to 4.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":16,"scaling":"power"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-magenta-3.jpg","effects":[]},{"_id":"obLPeFwtVAi6y5Ho","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"NPnyIfzy6LL20PX5","name":"Power Word Stun","type":"power","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the power has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-2.jpg","effects":[]},{"_id":"9kqiKxbLXk7Ved3q","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The glabrezu's powercasting ability is Intelligence (power save DC 16). The glabrezu can innately cast the following powers, requiring no material components:

\n

At will: darkness, detect magic, dispel magic

\n

1/day each: confusion, fly, power word stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"7a3DRiT1Ku9AnAQO","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The glabrezu has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"MCquBpEbQDXKRAju","name":"Multiattack","type":"feat","data":{"description":{"value":"

The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one power.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"pEUD99mri5iDNGH7","name":"Pincer","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

The Glabrezu attacks with its Pincer. If the target is a Medium or smaller creature, it is grappled.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

The Glabrezu attacks with its Fist.

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The hag can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]},{"_id":"XeAyeJsNjKZKPWEN","name":"Horrific Appearance","type":"feat","data":{"description":{"value":"
\n

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success.

\n

If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

\n
\n

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":30,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/violet_19.jpg","effects":[]},{"_id":"a75Ba80yp6Y28AJQ","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

The Sea Hag attacks with its Claws.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"7AGmP2dRLYmORUX7","name":"Death Glare","type":"feat","data":{"description":{"value":"

The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/water_03.jpg","effects":[]},{"_id":"8s0lGEYZGFEpwt12","name":"Illusory Appearance","type":"feat","data":{"description":{"value":"

The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

\n

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

\n

The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

\n
\n

The Chuul attacks with its Pincer. The target is grappled if it is a Large or smaller creature.

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One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

\n

Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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\n

One creature grappled by the chuul must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The chuul can breathe air and water.

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The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

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The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic power but isn't itself magical.

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A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

\n
\n

The Death Dog attacks with its Bite. If the target is a creature, it must make a Constitution saving throw. Every 24 hours that elapse, the creature must repeat the saving throw.

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The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

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The dog makes two bite attacks.

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Sturdy and dutiful, ponies represent a small fraction of the horse breeds currently catalogued. It should be clear that for all identification purposes, ponies are not young horses. Ponies are classified by the naturalists of our lands as any horse who is under a height of 14 hands total. Thus, ponies are simply nothing more than small horses. Ponies often make treasured gifts to the children of upper class society as they are prized for their beauty and calm demeanor. Ponies are also used by the small folk of the realm in a way very similar to how a human would utilize a full-sized horse. It seems the relative scale of the pony is quite pleasing to the halflings and gnomes. I would thus ask you to look for our entries on draft horses, war horses, or simply horses to learn more about the varieties of horses who are described there in further detail.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

The Pony attacks with its Hooves.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]}],"effects":[]} -{"_id":"PVD5wRdyO7iCJPs1","name":"Priest","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"cha":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":13,"min":10},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8 + 5"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft"},"powercasting":"wis","prof":2,"powerdc":13,"powerLevel":0,"encumbrance":{"value":24,"max":150,"pct":16,"encumbered":true}},"details":{"biography":{"value":"

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

\n

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

\n

","public":""},"alignment":"Any Alignment","race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"powerLevel":5,"xp":{"value":450},"source":"MM pg. 348","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":["custom"],"custom":"any two languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"med":{"value":2,"ability":"wis","mod":3,"bonus":0,"passive":17,"prof":4,"total":7},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"per":{"value":1,"ability":"cha","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"rel":{"value":2,"ability":"int","mod":1,"bonus":0,"passive":15,"prof":4,"total":5},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3}},"powers":{"power1":{"value":4,"override":null,"max":4},"power2":{"value":3,"override":null,"max":3},"power3":{"value":2,"override":null,"max":2},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"B3XQZKLaaIqhaEFM","sort":900000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Priest","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PVD5wRdyO7iCJPs1","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"bndaCEOeIP8RgbU1","name":"Chain Shirt","type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":"50","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":500001,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"J12x6xIwx1aCEm1e","name":"Powercasting","type":"feat","data":{"description":{"value":"

The priest is a 5th-level powercaster. Its powercasting ability is Wisdom (power save DC 13, +5 to hit with power attacks). The priest has the following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): cure wounds, guiding bolt, sanctuary

\n

2nd level (3 slots): lesser restoration, spiritual weapon

\n

3rd level (2 slots): dispel magic, spirit guardians

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"xjPENqE1TkASETCm","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"tH6t3jEFN0mV3rkr","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"zqrrds5FRY4p6j1q","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"IuZhkaFDV6WSInX2","name":"Guiding Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]},{"_id":"v6PLMmOtGJLqMa0M","name":"Sanctuary","type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"6feFqORsAsNUdDcU","name":"Lesser Restoration","type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"Rj6fh9Sg59QTCHkm","name":"Spiritual Weapon","type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]},{"_id":"B7ua27ZJHMU3u4s8","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"YTklaGLgraq2WiH0","name":"Spirit Guardians","type":"power","data":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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As a bonus action, the priest can expend a power slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit.

This benefit lasts until the end of the turn. If the priest expends a power slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

As a bonus action, the priest can expend a power slot to cause its melee weapon attacks to magically deal an extra radiant damage to a target on a hit.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

The Priest attacks with its Mace.

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You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

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\n

Author’s Note:  Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":null,"cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"Swarm","class":{},"size":"med"},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["bludgeoning","piercing","slashing"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","prone","restrained","stunned"],"custom":""},"senses":"Blindsight 60 ft.","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"rjehyX85FDoydEwV","sort":2300000,"flags":{},"img":"systems/sw5e/tokens/beast/SwarmBats.png","token":{"flags":{},"name":"Swarm of Bats","displayName":20,"img":"systems/sw5e/tokens/beast/SwarmBats.png","tint":null,"width":1,"height":1,"scale":1.25,"lockRotation":false,"rotation":45,"vision":false,"dimSight":0,"brightSight":60,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PcZ0QjIG6bHpffp9","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"0NpX1YUDTXjgIm23","name":"Bites","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+4 to hit,, 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Bats attacks with a flurry of Bites.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

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The swarm can't use its blindsight while deafened.

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The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

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The worm makes two attacks: one with its bite and one with its stinger.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage.

If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

The Purple Worm attacks with its Bite. If the target is a Large or smaller creature, it must make a Dexterity saving throw.

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Melee Weapon Attack:+9 to hit,, 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage.

The target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

The Purple Worm attacks with its Tail Stinger. The target must make a Constitution saving throw.

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The specter can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

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Melee Power Attack:+4 to hit,, 5 ft., one creature. Hit: 10 (3d6) necrotic damage.

The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The shadow can move through a space as narrow as 1 inch wide without squeezing.

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While in dim light or darkness, the shadow can take the Hide action as a bonus action.

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While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage.

The target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

The Shadow attacks with its Strength Drain.

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The dragon can breathe air and water.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Young Gold Dragon attacks with its Bite.

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\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Young Gold Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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\n

**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw.

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\n

**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 30-foot cone. Each creature in that area must make a Strength saving throw.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

\n

NOTE: the stats of this weapon have changed reflecting it being wielded by a creature with the \"Brute\" feature.

\n
\n

The Bugbear attacks with its Morningstar.

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If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

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A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

The Bugbear attacks with its Javelin.

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Token artwork by Forgotten Adventures.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

The Gnoll attacks with its Bite.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

The Gnoll attacks with its Spear.

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Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

The Gnoll attacks with its Longbow.

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Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a Wisdom saving throw.

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The pit fiend has advantage on saving throws against powers and other magical effects.

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The pit fiend's weapon attacks are magical.

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The pit fiend's powercasting ability is Charisma (power save DC 21). The pit fiend can innately cast the following powers, requiring no material components:

\n

At will: detect magic, fireball

\n

3/day each: hold monster, wall of fire

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This power has no effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, selected by you when you cast this power, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

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Melee Weapon Attack:+14 to hit,, 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Pit Fiend attacks with its Bite. The target must succeed on a DC 21 Constitution saving throw or become poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.

The Pit Fiend attacks with its Claw.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

The Pit Fiend attacks with its Mace.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

\n

The Pit Fiend attacks with its Tail.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Ogre Zombie attacks with its Morningstar.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Insects attacks with a flurry of Bites.

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If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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\n

If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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The Rhinoceros attacks with its Gore.

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Native to jungles and tropical climates, flying snakes are unique little reptiles favored by those with the determination to domesticate them. Almost a carbon copy of the ground-dwelling common snakes, the flying snake has simply evolved wings by some uncanny biological need or magical meddling. These thin, membrane lined wings allow the snake to clumsily glide through the air, avoiding the clutter of the jungle floor with ease. Brightly colored with glittering veridian scales, these flying serpents are truly beautiful to behold as they glide, lithe and swooping, through the canopy of vines and dense foliage. The thin little windmasters have often found themselves in the service of jungle cultists or tribal magic wielders. With some coaxing and gentle attempts at domestication, the owner may be rewarded with a unique and uncannily loyal ally to curl about their forearm on any number of adventures. Some have even utilized these reptiles as messengers as they are small and may journey through the treetops in relative secrecy!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

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The Flying Snake attacks with its Bite.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+16 to hit,, 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (2d10) lightning damage.

\n

The Ancient Blue Dragon attacks with its Bite.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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Melee Weapon Attack:+16 to hit,, 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

The Ancient Blue Dragon attacks with its Claw.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

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Melee Weapon Attack:+16 to hit,, 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

The Ancient Blue Dragon attacks with its Tail.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 ([[/r 2d6+9]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+9 to hit,, 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

The Stone Giant attacks with its Greatclub.

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The giant makes two greatclub attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"eiNNUlTgJyVFcQkO","name":"Rock","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

The Stone Giant attacks with its Rock. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

If a rock or similar object is hurled at the giant, the giant can catch the missile and take no bludgeoning damage from it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]},{"_id":"zqsYu35qYHNNeTWE","name":"Stone Camouflage","type":"feat","data":{"description":{"value":"

The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]}],"effects":[]} -{"_id":"SXXvwaLBNuzBymp3","name":"Axe Beak","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":11,"min":11},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":420,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Large and highly aggressive, the avian Axe Beak has maintained a well-earned reputation as an animal not to be toyed with.  Hailing from grassy plains to thick and sweltering jungles, the Axe Beak resembles the flightless emu in both size and appearance.  The Axe Beak sports a rounded, plump body resting upon two powerful legs built for running and kicking at high speeds.  From the body sprouts a long and graceful neck ending in an unfeathered head tipped with a sharp, wedge-shaped beak.  This beak (reminiscent of a hatchet) is what gives the creature its fearsome name.

\n

Let Me Axe You a Question. Axe Beaks have been studied for quite some time, as their flightless footsteps have been tracked for thousands of years by biologists.  An ancient and relatively unchanged species, the Axe Beak is most notable (aside from the beak) for its temper.  Axe Beaks are incredibly territorial animals and have been known to chase down intruders within their territory for miles before finally calling off the attack.  Shockingly, some Axe Beaks have been domesticated through rigorous, consistent interaction with humanoids.  These beasts may act as riding animals and are powerful enough to support a fully grown Orc warrior.  During battle, should one be unfortunate enough to cross the bird, the Axe Beak will swing its powerful neck in a chopping arc to bring its sharpened beak down upon any unfortunate foe.  Should their beak (which has been known to sever limbs and pierce plate armor) not be enough, the Axe Beak may turn and deliver a devastating kick with one of its powerful, clawed feet.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

\n

The Axe Beak attacks with its Beak.

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\n

Author’s Note: Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The bat can't use its blindsight while deafened.

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

\n

The Giant Bat attacks with its Bite.

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A label of pure disrespect the caste of citizens in our realm known as the “Commoner” are anything but! Commoners come in all races, social classes, professions, and personalities. Be they a sly Dragonborn merchant, a boisterous Human tavern owner, or an elvish glassblower of supreme skills, the commoner befits those often outside the nobility. Commoners may be intelligent or foolish, mighty or cowardly; certainly a commoner should be admired for their uniqueness in our world. A commoner may be found wherever humanoids exist: cities, villages, out on the roads, forests, mountains, anywhere that has felt the touch of humanoids you may find a commoner there.

\n

Power to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

\n

The Commoner attacks with their Club.

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Token artwork by Forgotten Adventures.

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If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage.

\n

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes extra slashing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Recharges after a short or long rest.

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If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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The Giant Boar attacks with its Tusk.

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If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

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\n

If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on Strength saving throw.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

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The Warhorse attacks with its Hooves.

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The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

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The hippogriff makes two attacks: one with its beak and one with its claws.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

The Hippogriff attacks with its Beak.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

The Hippogriff attacks with its Claws.

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Shriekers are the most common natural alarm systems found deep within the caverns of the Underdark. Shriekers are massive, humanoid sized mushrooms with porous caps bearing an off-white coloration. Should the Shrieker remain completely still, no observer save those versed in Underdark mycology would notice that this fungus serves another purpose. Upon coming into contact with the Shrieker (typically within a distance of thirty feet) the mushroom will emit a loud, high pitched screech which can alert any creature within three hundred feet in all directions. Tread with caution through the mushroom patches of the Underdark adventurers, should stealth fail you, the Shrieker will be there to alert any foe within earshot!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward

When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it.

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While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

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Putrid little runts… they ambushed us on the trail before we’d even been made aware we’d entered their “king’s” territory.  They attacked from out of the bushes like a tidal wave of bodies crashing into our cart, all the while gibbering in their foul, snarl of a tongue.  We should have been prepared for them, I recall their weaponry was so poor one bugger was swinging half a broom handle with a small iron spike driven through; nonetheless, they overwhelmed us with their surprise attack and made off with a hefty share of the camp’s rations for the next month.
Captain Will Freidmont of the Upper Wilds Valdyrguard.

\n
\n

Goblins are evil creatures of diminutive stature who exist in almost every corner of the natural world as a constant yet generally manageable threat.  Hailing from a group of creatures called goblinoids (which includes bugbears and hobgoblins), the goblin is a foul humanoid measuring no larger than the average halfling.  Goblins have skin tones varying from light clay to deep chestnut brown to a sickly, acidic green, their hair is thin and greasy, and within their jaws rest cracked and sharpened teeth.  Together with their foaming fellows, goblins form loose collectives or tribes so their power can stand pronounced in numbers.  The tribal life also allows for a crude caste system to erupt from the goblin’s chaotic politics.  All goblins have something to offer to the tribe, be they foragers, slavers, or warriors.  If they cannot contribute, they die.

\n

We Live in a Society.  Capricious to the last, goblins crave nothing more than power and domination of all others around them by any means (including those methods dangerous to the goblin).  Those goblins who possess enough might or cleverness may ascend to the rank of Goblin Boss and command a lair consisting of several dozens goblinoid fellows.  Should ambition prove overwhelming, the boss in rare cases may subjugate nearby lairs of rival goblinoids and crown themselves a Goblin Queen/King.  It has been documented that in one particular case, Queen Greld the Gutripper was able to enslave a camp containing hundreds of orcs, then laid siege to the city of Westerholt close by and sacked the entire city.

\n

Gnash and Bite, Trick and Trap. Goblins maintain some of the most chaotic lairs within the known world, and to accomplish this the goblins require a plethora of slaves.  Not always willing to murder those they plunder, goblins and their kin are known slavers, spiriting away captured humans from merchant wagons to contruct their insidious dungeons.  WIthin a goblin lair is all manner of trap: tunnels leading nowhere, narrow passages no human could pass through, arrow slits, pits lined with spikes, and of course a multitude of alarms to warn the tribe of any impending danger.  Goblins utilize chaotic placement within their lairs to throw off intruders from their hard earned loot which is kept safe within the lair’s heart.

\n

And They Dance About the Flames. Goblins, though commonly thought of as greedy and stupid, leave their chaotic tendancies behind when it comes to the structure of religious worship.  They are beholden in particular to The God of the Goblins, also called They Who Lurk Beneath, who acts as chief of all other gods to the goblinoids.  This god encourages acts of violence, blind cruelty, enslaving others, as well as war amongst the enemies of the goblins.  Goblin tribes will join together in times of worship to dance, perform rituals with blood and bone, build massive bonfires, and sew chaos throughout the lair all in devotion to their evil benefactor.  Goblins, fueled by the spirit of the revelry, will then be exceedingly aggressive and volatile for the days after, raging through the surrounding area to sate the thirst of their cruel god.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

\n

The Goblin attacks with its Scimitar.

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Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Goblin attacks with its Shortbow.

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Lord","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"UFW8M3JHzHkxUEGM","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"ISOpXpsJlAyPtreQ","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"AW5LdjlVjV1cRaOy","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"QgwOynbi1sYRiWVL","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"5FOjIEpgif56pCaS","name":"Guiding Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]},{"_id":"Ly9NpLnNDMXv6EiS","name":"Shield of Faith","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"M8U9Hy7axIAZY9Hu","name":"Hold Person","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]},{"_id":"7K61kAUHxj3STLNR","name":"Silence","type":"power","data":{"description":{"value":"

For the Duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Power that includes a verbal component is impossible there.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-1.jpg","effects":[]},{"_id":"fI46NAQa0o0Zg6qV","name":"Spiritual Weapon","type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]},{"_id":"8N1nF4IWIfuFvPtW","name":"Animate Dead","type":"power","data":{"description":{"value":"

This power creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-2.jpg","effects":[]},{"_id":"NNKQuZzTjMoTHhTa","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"llf7Y7s3ODcBJ6FD","name":"Divination","type":"power","data":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The power doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional powers or the loss or gain of a companion.

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a sacrificial offering appropiate to your religion, together worth at least 25gp, which the power consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-2.jpg","effects":[]},{"_id":"h13yvCayYwAIiYoP","name":"Guardian of Faith","type":"power","data":{"description":{"value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

\n

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-3.jpg","effects":[]},{"_id":"CVK9JHYEvTdfpsm9","name":"Contagion","type":"power","data":{"description":{"value":"

Your touch inflicts disease. Make a melee power attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

\n

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the power ends.

\n

Since this power induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

\n

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

\n

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

\n

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

\n

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion power during combat.

\n

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

\n

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]},{"_id":"7UVJZmojKddOIVzm","name":"Insect Plague","type":"power","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]},{"_id":"8Lxmaq0rmhrOEj8c","name":"Harm","type":"power","data":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Hit Points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]},{"_id":"Os0eEymWpLTVR2Xv","name":"Blinding Dust","type":"feat","data":{"description":{"value":"
\n

Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

\n
\n

Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"con","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1825000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_15.jpg","effects":[]},{"_id":"3PBv68cIzTlrzcYe","name":"Blasphemous Word","type":"feat","data":{"description":{"value":"
\n

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

\n
\n

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1950000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]},{"_id":"sjY1jcYS6PdmZYKH","name":"Channel Negative Energy","type":"feat","data":{"description":{"value":"

The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1850000,"flags":{},"img":"systems/sw5e/icons/skills/violet_06.jpg","effects":[]},{"_id":"JxFTskCIHyVwp7fF","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The mummy lord has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"AEc5FXdpe3M7KHQI","name":"Rejuvenation","type":"feat","data":{"description":{"value":"

A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

A destroyed mummy lord gains a new body in 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-3.jpg","effects":[]},{"_id":"FeMPdVmbrjP2L3CO","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The mummy lord is a 10th-level powercaster. Its powercasting ability is Wisdom (power save DC 17, +9 to hit with power attacks). The mummy lord has the following cleric powers prepared:

\n

Cantrips (at will): sacred flame, thaumaturgy

\n

1st level (4 slots): command, guiding bolt, shield of faith

\n

2nd level (3 slots): hold person, silence, spiritual weapon

\n

3rd level (3 slots): animate dead, dispel magic

\n

4th level (3 slots): divination, guardian of faith

\n

5th level (2 slots): contagion, insect plague

\n

6th level (1 slot): harm

\n
\n

The mummy lord is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"xZSeAPj02NKne0AK","name":"Multiattack","type":"feat","data":{"description":{"value":"

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"M6t9H8pMhzQxM9qv","name":"Rotting Fist","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage.

If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse power or other magic.

The Mummy Lord attacks with its Rotting Fist. If the target is a creature, it must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+@mod","bludgeoning"],["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"yHydHrxw4vlDlyjf","name":"Dreadful Glare","type":"feat","data":{"description":{"value":"

The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn.

If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

The mummy lord targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1650000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_11.jpg","effects":[]},{"_id":"und47mebgauAcPu4","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The mummy lord can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

\n
\n

The mummy lord can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"NMN6cq7RkU8ccxKF","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"IL0u33pW96t5O04m","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"MVq9wNMasHT5Cr1J","name":"Attack","type":"feat","data":{"description":{"value":"

The mummy lord makes one attack with its Rotting Fist or uses its Dreadful Glare.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_28.jpg","effects":[]},{"_id":"o7UvUGPaF9cnGcQi","name":"Whirlwind of Sand","type":"feat","data":{"description":{"value":"

The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":2050000,"flags":{},"img":"systems/sw5e/icons/skills/fire_11.jpg","effects":[]}],"effects":[]} -{"_id":"UR2gWLFHmFwG7ReH","name":"Awakened Tree","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"dex":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8}},"attributes":{"ac":{"value":13,"min":8},"hp":{"value":59,"min":0,"max":59,"temp":0,"tempmax":0,"formula":"7d12 + 14"},"init":{"value":0,"bonus":0,"mod":-2,"total":-2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":1140,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

An awakened tree is an ordinary tree given sentience and mobility by the awaken power or similar magic.

\n

","public":""},"alignment":"Unaligned","race":null,"type":"Plant","environment":"Forest","cr":2,"powerLevel":0,"xp":{"value":450},"source":"MM pg. 317","class":{}},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["bludgeoning","piercing"],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":["custom"],"custom":"one language known by its creator"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ste":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"6DauPtHPdkuwtDcK","sort":2900000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Awakened Tree","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"UR2gWLFHmFwG7ReH","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"Q90HYHsZp8MD2iv2","name":"False Appearance","type":"feat","data":{"description":{"value":"

While the tree remains motionless, it is indistinguishable from a normal tree.

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\n

Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

\n

The Awakened Tree attacks with its Slam.

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Slithering through the undergrowth of the jungle floor, a long silhouette glides soundlessly over the leaf litter stalking something yet unseen.  The beast is thick about its tubular body, the entire length rimmed with bands of muscle strong enough to suffocate a fully grown deer.  With a stout, club-shaped head and probing tongue, the constrictor snake shimmies ever-so stealthily towards its quarry.  Setting its dulled vision upon the rodent, the snake tastes the air with its forked tongue and pinpoints the rat’s position.  The hunt is over in a flash: striking like an arrow loosed from a bow, the snake sinks its needle-like fangs into the rat’s body before winding coil after coil of its body tightly around the rodent’s chest so it can crush and squeeze the last breath from the tiny beast’s body.  In a single, ugly gulp, the rat disappears into the snake.  Constrictor snakes inhabit, primarily, the jungles of the world and utilize their clever camouflage flecked scales to blend into the surrounding foliage.  Unlike their more venomous cousins, these snakes do not bear the hollow fangs to deliver a deadly dose of neurotoxin; rather, these snakes rely on their brute strength to strangle the life out of their victims.  While most constrictors are no threat to the average humanoid, there are some species large enough to consume a fully grown pony.  Beware the waters and thick brush of the jungle floor as this is where these deadly beasts prefer to hide.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Underwater","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 320","class":{}},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Blindsight 10 ft.","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ath":{"value":0,"ability":"str","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"his":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"rel":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"ZSWBRlk2vsD2qKZC","sort":1200000,"flags":{},"img":"systems/sw5e/tokens/beast/ConstrictorSnake.png","token":{"flags":{},"name":"Constrictor Snake","displayName":0,"img":"systems/sw5e/tokens/beast/ConstrictorSnake.png","tint":null,"width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"UTuKdTah1DKfPwWe","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"hZOM2L6WMmk8QOfO","name":"Bite","type":"weapon","data":{"description":{"value":"
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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

\n

The Constrictor Snake attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage. The target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

\n

The Constrictor Snake attacks with its Constrict. The target is grappled. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

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Mephits are tiny, humanoid creatures who hail from the elemental planes.  As chaotic as their homeland, mephits are similar in nature to devilish imps and thrive in places where they can sew discord and oppress others of their kind.  Steam mephits are an amalgamation of both water and fire mephits who consider themselves to be the most superior of all mephit varieties.  The shrill little creatures stand only a foot or so in height, their body composed of living steam coalesced into a spindly humanoid form, one end tapering into a pointed beak-like nose.  These mephits hail from the plane set between the elemental plane of fire and elemental plane of water.  This “steam plane” is a boiling, humid world marred by pocked and barren rocky outcrops jettisoning geysers of steam hundreds of feet into the air.  A human unprotected in this environment would see their skin blister away right before their eyes boil from their sockets like runny eggs.  To the steam mephit, however, this is a paradise.  Steam mephits are skilled in very minor magics used to aid them in their tenuous existence on the plane of steam.  The mephit is also able to unleash a small jet of superheated steam from its mouth to scald its enemies should it need to.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"QrN7UxINx4UCaPIC","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

The Steam Mephit attacks with its Claws.

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When the mephit dies, it explodes in a cloud of steam.

Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must make a Dexterity saving throw.

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The mephit can innately cast blur, requiring no material components. Its innate powercasting ability is Charisma.

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The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a Dexterity saving throw.

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A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

\n

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The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

\n

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Worg attacks with its Bite. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage.

If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

The Remorhaz attacks with its Bite. If the target is a creature, it is grappled. Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

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A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes fire damage.

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The remorhaz makes one bite attack against a Medium or smaller creature it is grappling.

If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.

The Remorhaz attacks with its Swallow.

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The dragon can breathe air and water.

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Melee Weapon Attack:+12 to hit,, 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

The Adult Bronze Dragon attacks with its Bite.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

The Adult Bronze Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"irNLCfkryOmVWf25","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+12 to hit,, 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

The Adult Bronze Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"m7dF0hheApwoJLpp","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"ZDVExJaMLcCwOcyq","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"ApCOq8kdcdR2lgPa","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"Irqf7lAff02Flboj","name":"Lightning Breath","type":"feat","data":{"description":{"value":"
\n

**Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]},{"_id":"TlmOXrpIxG13apJr","name":"Repulsion Breath","type":"feat","data":{"description":{"value":"
\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":19,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]},{"_id":"jwbM0YJCiaOuH9fv","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"7UhgJ951z7hjLmBu","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":"wis","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"JOKHSoiYvCINS119","name":"Tail Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"ygGwKyrOo5J2gWKh","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]}],"effects":[]} -{"_id":"VVXly3ue0i3YgGrB","name":"Giant Owl","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":12,"min":12},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":5,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":390,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Token artwork by Forgotten Adventures.

","public":""},"alignment":"Neutral","race":null,"type":"Beast","environment":"Forest","cr":0.25,"powerLevel":null,"xp":{"value":50},"source":"MM pg. 327","class":{}},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Darkvision 120 ft.","languages":{"value":[],"custom":"Giant Owl; Understands Common, Elvish, and Sylvan but can't speak them"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prc":{"value":2,"ability":"wis","mod":1,"bonus":0,"passive":15,"prof":4,"total":5},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":2200000,"flags":{},"img":"systems/sw5e/tokens/beast/GiantOwl.png","token":{"flags":{},"name":"Giant Owl","displayName":20,"img":"systems/sw5e/tokens/beast/GiantOwl.png","tint":null,"width":2,"height":2,"scale":1.5,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"VVXly3ue0i3YgGrB","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"KPd0M35kARcddw1j","name":"Flyby","type":"feat","data":{"description":{"value":"

The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Owl","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_15.jpg","effects":[]},{"_id":"u75qrcQ8DsrUULkS","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]},{"_id":"6jw1NtpZQXIesO4Y","name":"Talons","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

\n

The Giant Owl attacks with its Talons.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/red_20.jpg","effects":[]}],"effects":[]} -{"_id":"Vk7uHVkJ5b26gaTh","name":"Mule","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":10,"min":10},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":210,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Mules are sturdy beasts of burden whom thrive in any climate of our marvelous world. The offspring of a horse and donkey, the now sterile, stubborn mule provides a plentiful sum of benefits from both of its progenitors. Mules can be difficult to tell apart from the common donkey; however, they are easily identified by several features: Mules are taller on average than a donkey with a flatter spine and shorter ears in comparison to a donkey's notoriously floppy ears. Something they retain from their parents is their surefooted nature, allowing mules to pass through difficult terrain such as muddy trails and rocky outcrops with more ease than other beasts. Beware the ass-end of this quiet creature, however, as mules have a mighty kick which they can deliver at force behind themselves much like a horse. Mules make excellent beasts of burden for the traveling merchant or road-bound adventuring party who needs an extra hoof or four to carry along their well-earned spoils. Why not take a mule, young adventurer, should you wager your next gambit at the hands of the goblins will provide you with ample reward?

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

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The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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The Mule attacks with its Hooves.

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The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

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The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form.

Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The fiend can use its action to polymorph into a humanoid, or back into its true form.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

The Succubus/Incubus attacks with its Claw.

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One humanoid the fiend can see within 30 feet of it must make a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands.

If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

One humanoid the fiend can see within 30 feet of it must make a Wisdom saving throw.

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The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one.

The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The target must make a Constitution saving throw against this magic.

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The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

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The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

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Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

The Rust Monster attacks with its Bite.

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The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it.

If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

The rust monster corrodes a ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it.

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Weasels dwell in a variety of locations from snowy tundra, to pine forests, to the open flowery plains of our planet. Weasels are tiny, long bodied mammals reaching approximately eight inches in length and bearing coat colorations ranging from chestnut brown to pale white. The weasel’s long body allows it to easily wedge itself into a rodent’s burrow and pull the critter out for a tasty meal. Weasels make quite effective pest controllers in their territories as they eat multitudes of rodents annually. These little cleaners are, however, often considered to be pests in their own right; farmers across the countryside report that their poultry is killed or stolen away by sneaky weasels making their way into their chicken coops. While not the most deadly mammal in the world, the weasel does pack a nasty, sharp-toothed bite. Keep your curious fingers out of any small rodent burrows you find, lest you end up provoking a weasel during his well-earned meal.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

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The Weasel attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage.

\n

If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

\n
\n

The Ankheg attacks with its Bite.

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The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled.

\n

Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

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\n

The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals extra radiant damage (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/powers/enchant-sky-3.jpg","effects":[]},{"_id":"2kBUlTLMlwq3KoUB","name":"Divine Awareness","type":"feat","data":{"description":{"value":"

The planetar knows if it hears a lie.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/red_09.jpg","effects":[]},{"_id":"9hrSczyYfl4fSrpZ","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The planetar's powercasting ability is Charisma (power save DC 20). The planetar can innately cast the following powers, requiring no material components:

\n

At will: detect evil and good, invisibility (self only)

\n

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

\n

1/day each: commune, control weather, insect plague

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"Ku07tO3vqvuYCbkJ","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"2C0408CEBtrZW8ji","name":"Invisibility (self only)","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"QKDbYTV2WLbIss7l","name":"Blade Barrier","type":"power","data":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-3.jpg","effects":[]},{"_id":"uckU6zjyrjGJ4ODK","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":20,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"cbFJQzrSdDMwuA6e","name":"Flame Strike","type":"power","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-3.jpg","effects":[]},{"_id":"PkK73wFtbXRz5zlC","name":"Raise Dead","type":"power","data":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This power also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This power doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the power, they take effect when the creature returns to life. The power can't return an undead creature to life.

This power closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the power automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-2.jpg","effects":[]},{"_id":"aBaYlyr1HxX3qdBe","name":"Commune","type":"power","data":{"description":{"value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-3.jpg","effects":[]},{"_id":"hnTVqZPYILLXFnMa","name":"Control Weather","type":"power","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"SMlbWJOjP5Ua8cnr","name":"Insect Plague","type":"power","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]},{"_id":"5sDIEn5aplaeXax7","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The planetar has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"LyxrhwvzMW4YbiYE","name":"Multiattack","type":"feat","data":{"description":{"value":"

The planetar makes two melee attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"BBLXs9hiUvtRaP16","name":"Greatsword","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

The Planetar attacks with its Greatsword.

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The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+6 to hit,, 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

\n

The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Swarm of Poisonous Snakes attacks with a flurry of Bites. The target must make a Constitution saving throw.

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The avatar can move through other creatures and objects as if they were difficult terrain.

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It takes 5 (1d10) force damage if it ends its turn inside an object.

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The avatar can move through other creatures and objects as if they were difficult terrain.

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The avatar is immune to features that turn undead.

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The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

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The avatar sweeps its spectral scythe through a creature within 5 feet of it.

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Scorpions are one of nature’s odd mismatches of evolution which then successfully thrives within our natural world. Cousin to the common spider, a scorpion bears nearly no resemblance to the web-spinner beyond its eight legs. Scorpions host a segmented body that culminates in a long, knob-ended tail bearing a needle-like stinger upon its end. This stinger bears a venomous toxin which can range from mildly irritating to direly deadly depending upon the species. At the other end of the scorpion’s body lay two crab-like claws that aid it in gripping prey while the scorpion’s venom works through the unfortunate insect’s body.

\n

Chitin and Hate. Scorpions may live in a variety of environments, but they are most numerous in deserts and dusty plains. These little arachnids find solace from the harsh rays of the sun within scrub brush, under rocks, and within stolen burrows deep below the earth. From these nestled hideouts the scorpion can quickly lash out at any unsuspecting morsel who wanders into their domain. Make doubly sure to carry an antitoxin in your pack when venturing out into the desert, adventurer, for within a hero’s sturdy boots is one of the scorpion’s favorite places to hide.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

\n

The target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

\n
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The Scorpion attacks with its Sting. The target must make a Constitution saving throw.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration power or other magic.

\n
\n

The Clay Golem attacks with its Slam. If the target is a creature, it must make a Constitution saving throw.

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Recharge 5-6.

\n
\n

Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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The golem has advantage on saving throws against powers and other magical effects.

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Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see.

\n

If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

\n
\n

The golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself.

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The golem is immune to any power or effect that would alter its form.

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The golem's weapon attacks are magical.

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Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

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The golem makes two slam attacks.

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Mastiffs are a large, muscular breed of loyal canine who are often found standing dutifully at their Master's side or guarding precious cargo upon less secure roads. Standing tall with a soft, tan coat, Mastiffs are often identified by their wrinkled and jowly face, the jaws of which are constantly oozing a steady stream of hot drool. Mastiffs are intelligent companions who can be trained from an early age as guard and hunting animals. Armed with stout jaws lined with deadly sharp teeth, a Mastiff is certainly a worthy challenge for any bandit who dares to run afoul the dog's Master. I have even observed these dogs working as beasts of burden and comfortable mounts for the smaller folk (halflings and gnomes) of the countryside. Here, the Mastiff replaces the horse in such duties as pulling carts, working as plow animals, and delivering parcels as swift courier beasts. Should you need a companion not bent towards droning conversation, perhaps indulge in a Mastiff to keep you company upon the lonely roads of our world. Just… watch out for the drool.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

\n

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

\n
\n

The Mastiff attacks with its Bite. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

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Token artwork by Forgotten Adventures.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Wasps attacks with a flurry of Bites.

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Deep below the earth, luminous swarms of black-shelled Giant Fire Beetles may be found by curious explorers. Though giant in only the relative sense to their non-illuminated cousins, the Giant Fire Beetle typically spans the width of an adult human’s hand. These tiny, docile titans content themselves in scuttling through darkened places such as caverns, catacombs, and mossy overgrowths in search of scraps to eat or a quiet, damp place in which to make their burrows.

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Of Darkness and Light. Curiously enough, due to the species evolving without the natural light of our sun, the poor creature is completely blind. The Giant Fire Beetle, however, is not totally without senses. Using specialized antenna, these hardy insects are able to “see” the world around them within a slightly limited ranged. The true prize (as so many fledgling adventurers boast) is the orange bioluminescent glands located beneath either side of their mandibles and to the very rear of their abdomen. These firey hued glands are packed with a symbiotic, glowing fungus, which will continue to glow for up to one week once disconnected from their host! Some clever adventurers have taken to capturing live beetles, placing them within empty lanterns to light their way in remote caverns for even longer periods of time.

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In Last Resort. Most often a peaceful insect, Giant Fire Beetles have been observed defending food in times of great hunger; the creatures will rarely flee a tasty morsel should they feel a threat to their meal is near. The Giant Fire Beetle does pack a nasty bite with its sharpened mandibles that may pierce even the toughest boiled leather armor should it feel threatened enough to attack. Take heed when approaching a swarm of these insects lest you suffer some nasty lacerations. Older texts on the nature of beasts do speak of a breed of Giant Fire Beetle that excreted a combustible fluid and ignited the mixture causing severe burns to the unwary. This has never been scientifically proven, but new discoveries happen each day!

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.

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The Giant Fire Beetle attacks with its Bite.

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The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

The Troll attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Troll attacks with its Claw.

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The troll has advantage on Wisdom (Perception) checks that rely on smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]},{"_id":"BA9WmovILanbvacP","name":"Multiattack","type":"feat","data":{"description":{"value":"

The troll makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"yWYB2iyRA61AjcVJ","name":"Regeneration","type":"feat","data":{"description":{"value":"
\n

The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

\n
\n

The troll regains 10 hit points at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]}],"effects":[]} -{"_id":"ZM1P6LoYSwMiIJN9","name":"Deep Gnome","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9}},"attributes":{"ac":{"value":15,"min":12},"hp":{"value":16,"min":0,"max":16,"temp":0,"tempmax":0,"formula":"3d6 + 6"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft"},"powercasting":"int","prof":2,"powerdc":11,"powerLevel":0,"encumbrance":{"value":22.3,"max":225,"pct":9.911111111111111,"encumbered":true}},"details":{"biography":{"value":"

Token artwork by Forgotten Adventures.

","public":""},"alignment":"Neutral Good","race":null,"type":"Humanoid (gnome)","environment":"Underdark","cr":0.5,"powerLevel":0,"xp":{"value":100},"source":"MM pg. 164","class":{}},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Darkvision 120 ft.","languages":{"value":["gnomish","terran","undercommon"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"inv":{"value":1,"ability":"int","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prc":{"value":1,"ability":"wis","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":null,"max":0},"legres":{"value":null,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"lqq7AC8UiPDuwneP","sort":300000,"flags":{},"img":"systems/sw5e/tokens/humanoid/DeepGnome.png","token":{"flags":{},"name":"Deep Gnome","displayName":20,"img":"systems/sw5e/tokens/humanoid/DeepGnome.png","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ZM1P6LoYSwMiIJN9","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"mhIdpV6rtYYjOBN5","name":"Chain Shirt","type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":"50","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":700001,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"8Yo6JM2NfjkpC8Hz","name":"Stone Camouflage","type":"feat","data":{"description":{"value":"

The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/blue_07.jpg","effects":[]},{"_id":"JCSej95QR8svWsYz","name":"Gnome Cunning","type":"feat","data":{"description":{"value":"

The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"AqLTSMp6MlcNK666","name":"War Pick","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

\n

The Deep Gnome (Svirfneblin) attacks with its War Pick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"value":"","amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/pick.jpg","effects":[]},{"_id":"pnfC0DIa1eqXGjku","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The gnome's innate powercasting ability is Intelligence (power save DC 11). It can innately cast the following powers, requiring no material components:

\n

At will: nondetection (self only)

\n

1/day each: blindness/deafness, blur, disguise self

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"8kDrJUpRr23a7B04","name":"Nondetection","type":"power","data":{"description":{"value":"

For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical Scrying sensors.

","chat":"","unidentified":""},"source":"PHB pg. 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A pinch of diamond dust worth 25 gp sprinkled over the target, which the power consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"Bq1CUSerPuxoAObn","name":"Blindness/Deafness","type":"power","data":{"description":{"value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"oGw5u15d1SZaw3o0","name":"Blur","type":"power","data":{"description":{"value":"

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"4ParUzoYd3cJTzLr","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":11,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]},{"_id":"YuhirWYJsQfL6zo5","name":"Poisoned Dart","type":"weapon","data":{"description":{"value":"
\n

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

\n

The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The Deep Gnome (Svirfneblin) attacks with its Poisoned Dart. The target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0.25,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]}],"effects":[]} -{"_id":"ZQTCZfTV9ZoTjNCU","name":"Homunculus","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8}},"attributes":{"ac":{"value":13,"min":12},"hp":{"value":5,"min":0,"max":5,"temp":0,"tempmax":0,"formula":"2d4"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":20,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":30,"pct":0,"encumbered":false}},"details":{"biography":{"value":"
\n

Begin your ritual in complete silence and scribe the runic circles upon the floor of your chamber in pure white chalk. Next, mold a simple poppet of your desired servant out of wet clay pulled from a local source and place the poppet into the center of your circle making sure it sits upright. Employing the use of a tool, grate your mandrake root into a fine powder and sprinkle the root mixed with both the ashes of your hearth and blood drawn fresh from your body around the runic circle rotating in a counterclockwise motion. With this completed, place your hand within the circle and speak your servant’s chosen name to command it into life. Should you follow these instructions to the letter, your homunculus will spring to life in an instant.”
- Copied from a faded page of Minions and the Menial: Your Guide to Magical Companions.

\n
\n

Alchemical Aids. A homunculus is a manner of minor construct not uncommon to mages and artificers. These squirrel sized companions are molded out of wads of clay and given life through a rare ritual taught to more experienced powercasters. The homunculi have the extraordinary ability to experience the thoughts and senses of their master as the two share a special telepathic bond that may only be broken in death of if one of the parties ventures to a separate plane of existence. The homunculus is also gifted a language upon awakening and may act as a servant, spy, or even simple messenger for their master. It is not at all uncommon to see those in possession of a homunculus to utilize them in completing simple chores about their abodes so the powercaster may focus on more tedious tasks. An odd caveat of this homunculus ritual is that the powercaster may only be in possession of one clay companion at a time; should the caster attempt to create a new homunculus the process with always fail. Unless the creature or powercaster dies, it will remain at the caster’s side as a loyal companion for the whole of their life.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

The Homunculus attacks with its Bite.The target must make a Constitution saving throw.

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While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

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\n

Author’s Note: Please see below the entry for “Poisonous Snake” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Snakes rank among the most plentiful and diverse reptiles to slither across our planet’s surface.  Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds.  Though there are many species of snake, we will only discuss the poisonous varieties within this article.  Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils.  While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat.  The devious snake, however, has so much more beneath its scaly surface.

\n

Don’t Tread on Me.  Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings.  Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance.  While the creature’s eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them.  Snakes “smell” with their tongues!  Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues.  Within the snake’s mouth lies its most deadly asset in the form of two, hollow fangs.  Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight.  The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs.  Then it’s only a matter of moments until the poor creature is left dead by the snake’s potent toxins.  While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles.  Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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\n

Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

\n

The target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Giant Poisonous Snake attacks with its Bite. The target must make a Constitution saving throw.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"dxe0S2Q3d9tYzE7d","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"LVKrEidPWuCPkMiw","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"bNE25ZvSvdKsegoR","name":"Bless","type":"power","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]},{"_id":"2Q0o3SZILV6VWXlZ","name":"Create Food and Water","type":"power","data":{"description":{"value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-1.jpg","effects":[]},{"_id":"dSWyDoj8EPXyFJuz","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"eCVIFct4fCtwSX2w","name":"Lesser Restoration","type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"q4kiZAkIoF8osKbO","name":"Sanctuary","type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"JjughFfXQTXFezgU","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"CAe84N2xiYrbWJtr","name":"Dream","type":"power","data":{"description":{"value":"

This power shapes a creature’s dreams. Choose a creature known to you as the target of this power. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this power. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

\n

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the power. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the power, the messenger knows it, and can either end the trance (and the power) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

\n

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

\n

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power","value":""},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-3.jpg","effects":[]},{"_id":"f3VEj8uY8hu6O9Zp","name":"Greater Restoration","type":"power","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

\n
    \n
  • One effect that Charmed or Petrified the target
  • \n
  • One curse, including the target’s Attunement to a cursed magic item
  • \n
  • Any reduction to one of the target’s Ability Scores
  • \n
  • One effect reducing the target’s hit point maximum
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A diamond dust worth at least 100gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]},{"_id":"ybFJbGjord15IwoC","name":"Scrying","type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"7M1OrMoMMTCEKxta","name":"Bite","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+8 to hit,, 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.

\n

The target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

\n
\n

The Couatl attacks with its Bite. The target must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"8LkzioyaScFxfst7","name":"Constrict","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+6 to hit,, 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage.

\n

The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

\n
\n

The Couatl attacks with its Constrict. The target is grappled. Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":true,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/green_21.jpg","effects":[]},{"_id":"iw2q07K1D0X01DZO","name":"Change Shape","type":"feat","data":{"description":{"value":"

The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

\n

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"J40yeoOnwpvtVpHt","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The couatl's powercasting ability is Charisma (power save DC 14). It can innately cast the following powers, requiring only verbal components:

\n

At will: detect evil and good, detect magic, detect thoughts

\n

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

\n

1/day each: dream, greater restoration, scrying

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"3qE2LLHPANSEPmIN","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

The couatl's weapon attacks are magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]},{"_id":"MGh9IkfXNn7FmwL5","name":"Shielded Mind","type":"feat","data":{"description":{"value":"

The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1700001,"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]},{"_id":"eM0R6q0yYa0Fy6L0","name":"Protection from Poison","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-acid-1.jpg","effects":[]}],"effects":[]} -{"_id":"ZyIBOoZZD0nDaO2s","name":"Adult Red 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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity saving throw.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

The Adult Red Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Adult Red Dragon attacks with its Claw.

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Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Adult Red Dragon attacks with its Tail.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Token artwork by Forgotten Adventures.

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When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

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The Giant Hyena attacks with its Bite.

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While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.

The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Ettercap attacks with its Bite. The target must make a Constitution saving throw. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

The Ettercap attacks with its Claws.

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Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing.

As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.

The creature is restrained by webbing. As an action, the restrained creature can make a Strength check, escaping from the webbing on a success.

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Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

The Ancient White Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient White Dragon attacks with its Claw.

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The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"rtz0KAuj9DeBKT8A","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+14 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient White Dragon attacks with its Tail.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

The Brass Dragon Wyrmling attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"JmVLjWM4G6OOQxl4","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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\n

**Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"z0g5kgBSkb9qHd6S","name":"Sleep Breath","type":"feat","data":{"description":{"value":"
\n

**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw.

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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The elemental makes two slam attacks.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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The Air Elemental attacks with its Slam.

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Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone.

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If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

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Each creature in the elemental's space must make a Strength saving throw. On a failure, a target is flung up 20 feet away from the elemental in a random direction and knocked prone. If the target is thrown at another creature, that creature must make a Dexterity saving throw or take the same damage and be knocked prone.

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The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can breathe air and water.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

The Young Black Dragon attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Black Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"2X4CgTAbIPBjgFQO","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"QGPKtF4G2OzHlNqU","name":"Ray of Frost","type":"power","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged power attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-1.jpg","effects":[]},{"_id":"qiwP6Un6yrxht99L","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"hvfu9oPAUiMEvuEA","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4+1"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"gQUsckMPVnFeTmr9","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"xaEhnjtdqdBnaOUl","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"NxjdjWiZS7eTwRIa","name":"Acid Arrow","type":"power","data":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged power Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":""},"formula":"2d4","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-acid-2.jpg","effects":[]},{"_id":"8TNrO7ot0GQB7z2X","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"IJWY73xnxHLB0X1q","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"9ZHX3zKiCXIYQD0V","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the power, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the power, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The power ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"OHOcVXXsMBNPJnif","name":"Animate Dead","type":"power","data":{"description":{"value":"

This power creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-2.jpg","effects":[]},{"_id":"hOefxU0CU2FF34qM","name":"Counterpower","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your powercasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]},{"_id":"KZHyHRdK0oOvkIY5","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"yjyepuRtQ0U5kAHf","name":"Fireball","type":"power","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-2.jpg","effects":[]},{"_id":"aWEqszxGwnrNAFSb","name":"Blight","type":"power","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the power deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-acid-3.jpg","effects":[]},{"_id":"5s6Hjoyrx9BQIec0","name":"Dimension Door","type":"power","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"FCbjVSEDFgsjHC6x","name":"Cloudkill","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-3.jpg","effects":[]},{"_id":"XX9inquaJgHoWTWf","name":"Scrying","type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"5KmTKaWxPkUHaXDo","name":"Disintegrate","type":"power","data":{"description":{"value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

\n

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish power.

\n

This power automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this power.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","force"],["40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"power"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"3d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]},{"_id":"vlG39FGre88WpKKt","name":"Finger of Death","type":"power","data":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

\n

A humanoid killed by this power rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8","necrotic"],["30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]},{"_id":"7l40A30ML8UOtZ6o","name":"Plane Shift","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":20,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"o6VbuMBU38dcmDYR","name":"Dominate Monster","type":"power","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power with a 9th-level power slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"jj9JOXj2hXdgjWRh","name":"Power Word Kill","type":"power","data":{"description":{"value":"

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":9,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-3.jpg","effects":[]},{"_id":"qqpeDV6DFu5DFEn4","name":"Power Word Stun","type":"power","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the power has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-2.jpg","effects":[]},{"_id":"6PwbK4d0W11LsEkf","name":"Cantrip","type":"feat","data":{"description":{"value":"

The lich casts a cantrip.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":225001,"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]},{"_id":"dJLqLsCek3uxbzuX","name":"Paralyzing Touch","type":"feat","data":{"description":{"value":"

The lich uses its Paralyzing Touch.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":250001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"Uox2GEp5GMXOOXOc","name":"Frightening Gaze","type":"feat","data":{"description":{"value":"
\n

The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become grappled for 1 minute. The grappled target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

\n
\n

The lich fixes its gaze on one creature it can see within 10 feet of it. The target must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]},{"_id":"sXU9KTYnmgi08EQw","name":"Disrupt Life","type":"feat","data":{"description":{"value":"
\n

Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

\n
\n

Each non-undead creature within 20 feet of the lich must make a Constitution saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":3},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_01.jpg","effects":[]},{"_id":"YfFIobyElKqcizgt","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the lich fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":212501,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"stk9i3rPK7z99CDf","name":"Rejuvenation","type":"feat","data":{"description":{"value":"

If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

A destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":3100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-3.jpg","effects":[]},{"_id":"UMoMhboTLq75ZJW8","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The lich is an 18th-level powercaster. Its powercasting ability is Intelligence (power save DC 20, +12 to hit with power attacks). The lich has the following wizard powers prepared:

\n

Cantrips (at will): mage hand, prestidigitation, ray of frost

\n

1st level (4 slots): detect magic, magic missile, shield, thunderwave

\n

2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image

\n

3rd level (3 slots): animate dead, counterpower, dispel magic, fireball

\n

4th level (3 slots): blight, dimension door

\n

5th level (3 slots): cloudkill, scrying

\n

6th level (1 slot): disintegrate, globe of invulnerability

\n

7th level (1 slot): finger of death, plane shift

\n

8th level (1 slot): dominate monster, power word stun

\n

9th level (1 slot): power word kill

\n
\n

The lich is an powercaster. Its powercasting ability is Intelligence.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":3200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"VuNf8GmOugy5S3SQ","name":"Globe of Invulnerability","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

\n

Any power of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the power is cast using a higher level power slot. Such a power can target creatures and Objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Powers.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the barrier blocks Powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glass or crystal bead that shatters when the power ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-3.jpg","effects":[]},{"_id":"KDSrdpdFPDKnh80y","name":"Paralyzing Touch","type":"weapon","data":{"description":{"value":"

Melee Power Attack:+12 to hit,, 5 ft., one creature. Hit: 10 (3d6) cold damage.

The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Lich attacks with its Paralyzing Touch. The target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The lich has advantage on saving throws against any effect that turns undead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":3400001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_19.jpg","effects":[]},{"_id":"GvT7gczoJ6QCocrA","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The lich can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

\n
\n

The lich can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"TB52r9CGyQ5lewor","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]}],"effects":[]} 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\n

The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a power). Any equipment the quasit wears or carries is invisible with it.

\n

The quasit magically turns invisible. Any equipment the quasit wears or carries is invisible with it.

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Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage.

The target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Quasit attacks with its Claw. The target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted.

Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.

The quasit can use its action to polymorph into a beast form or back into its true form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"vlmHYqAZxNGh8xQ6","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The quasit has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"1YhP86rTuRIXKFi2","name":"Scare","type":"feat","data":{"description":{"value":"

One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute.

The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

One creature of the quasit's choice within 20 ft. of it must make a Wisdom saving throw. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

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Token artwork by Forgotten Adventures.

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If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage.

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If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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The sea horse can breathe only underwater.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

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The Giant Sea Horse attacks with its Ram.

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The hyenas who roam the grasslands and deserts of our natural world are perhaps some of the most curious non-magical creatures to exist. Hyenas resemble a medium sized dog with a short, wide muzzle and overly long neck. Adorned with patterns of spots or stripes marking their fur, to the untrained eyes a hyena would appear to be nothing more than a wild dog; however, these curious creatures are more closely related to wildcats in their behavior with fellows. Hyenas communally groom unlike several wild dog species and display similar scent marking and mating patterns as other feliforms. These sorts of behaviors build a solid community within the hyenas’ pack, sowing tight knit bonds between the beasts.

\n

Give Us a Smile. Hyenas display a unique characteristic in their vocalizations between the pack; instead of a yowl or bark as one would expect, the hyenas instead communicate via yips, chirps, and “laughs”. Each member of the pack has its own unique “laugh” which signals to the pack both their identity and current mood. These chittering “laughs” have given the hyena (regardless of species to commoners) the moniker of The Laughing Hyena. One should instead feel caution over joy should you hear the caterwauling yips of a hyena pack in the distance. These beasts are highly intelligent and when banded together and utilizing their preferred hunting patterns they may easily overtake a large mercantile caravan.

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The Hungering Savagery. The hyena’s most sinister aspect is their relation to the Demon Lord of the Gnolls, Yeenoghu. Gnolls, of course, resemble massive humanoid hyenas brandishing bloody weapons and sowing destruction in their horrid wakes. Finding the hyena either useful or ironic, Gnolls will bring packs of slavering hyenas with them on raids into villages or leave the beasts (which they purposefully starve) at their dens to kill any unwary explorers. Adventurers should be observant when investigating the happenings of hyenas in an area, as if the beasts seem more ravenous than expected it may be that Yeenoghu’s minions are not far behind.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) piercing damage.

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The Hyena attacks with its Bite.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+12 to hit,, 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

The Adult Blue Dragon attacks with its Bite.

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Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

The Adult Blue Dragon attacks with its Claw.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+12 to hit,, 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

The Adult Blue Dragon attacks with its Tail.

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\n
\n

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

\n
\n
\n

The dragon slams its long tail against its foe!

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\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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Token artwork by Forgotten Adventures.

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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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The badger makes two attacks: one with its bite and one with its claws.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

\n

The Giant Badger attacks with its Bite.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

\n

The Giant Badger attacks with its Claws.

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The whale can't use its blindsight while deafened.

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The whale can hold its breath for 30 minutes.

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The whale has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

\n

The Killer Whale attacks with its Bite.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+17 to hit,, 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

The Ancient Gold Dragon attacks with its Bite.

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Melee Weapon Attack:+17 to hit,, 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

The Ancient Gold Dragon attacks with its Claw.

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Melee Weapon Attack:+17 to hit,, 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

The Ancient Gold Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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\n

**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

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**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 90-foot cone. Each creature in that area must make a Strength saving throw.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 ([[/r 2d6+10]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world. Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes. A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents. As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field. Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard. Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep. Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting. Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 1 slashing damage.

The Owl attacks with its Talons.

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The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Magical darkness doesn't impede the imp's darkvision.

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The imp has advantage on saving throws against powers and other magical effects.

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\n

Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

The target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n
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The Imp attacks with its Sting. The target must make a Constitution saving throw.

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The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a power). Any equipment the imp wears or carries is invisible with it.

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\n

The imp magically turns invisible. Any equipment the imp wears or carries is invisible with it.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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The Imp attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Beetles attacks with a flurry of Bites.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

The Triceratops attacks with its Gore.

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Melee Weapon Attack:+9 to hit,, 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

The Triceratops attacks with its Stomp.

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If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw.

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The Ogre attacks with its Greatclub.

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The Ogre attacks with its Javelin.

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The armor is incapacitated while in the area of an antimagic field.

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If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

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The armor is incapacitated while in the area of an antimagic field.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

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The Animated Armor makes a slam attack!

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The hezrou has advantage on saving throws against powers and other magical effects.

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Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Any creature that starts its turn within 10 feet of the hezrou must succeed on a Constitution saving throw.

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The hezrou makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

The Hezrou attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Hezrou attacks with its Claws.

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The marilith has advantage on saving throws against powers and other magical effects.

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The marilith's weapon attacks are magical.

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The marilith can take one reaction on every turn in combat.

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The marilith can make seven attacks: six with its longswords and one with its tail.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Marilith attacks with its Longsword.

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Melee Weapon Attack:+9 to hit,, 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage.

If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

The Marilith attacks with its Tail. If the target is Medium or smaller, it is grappled. Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

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The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The marlith adds 5 to its AC against one melee Attack that would hit it. To do so, the marlith must see the attacker and be wielding a melee weapon.

The marlith adds 5 to its AC against one melee Attack that would hit it.

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When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration power or other magic.

\n

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

\n
\n

The medusa can force it to make a Constitution saving throw. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration power or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

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The medusa makes either three melee attacks - one with its snake hair and two with its shortsword - or two ranged attacks with its longbow.

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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

The Medusa attacks with its Snake Hair.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Medusa attacks with its Shortsword.

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Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

The Medusa attacks with its Longbow.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Young Silver Dragon attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Young Silver Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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The rug is incapacitated while in the area of an antimagic field.

If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

The rug is incapacitated while in the area of an antimagic field.

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While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

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While the rug remains motionless, it is indistinguishable from a normal rug.

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\n

Melee Weapon Attack:+5 to hit,, 5 ft., one Medium or smaller creature. Hit:

\n

The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

\n
\n

The Rug of Smothering makes a smothering attack! The creature is grappled. Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target.

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\n

Author’s Note: Please see below the entry for “Spider” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Spiders are one of the smallest, yet most feared, denizens of our planet.  Spiders are arachnids with eight thin legs protruding from their dual-segmented body.  Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity.  While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes.  Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators.  Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption.  While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels.  Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Grassland","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 330","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Blindsight 10 ft., Darkvision 60 ft.","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"ste":{"value":2,"ability":"dex","mod":3,"bonus":0,"passive":17,"prof":4,"total":7},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":3400000,"flags":{},"img":"systems/sw5e/tokens/beast/GiantWolfSpider.png","token":{"flags":{},"name":"Giant Wolf Spider","displayName":0,"img":"systems/sw5e/tokens/beast/GiantWolfSpider.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"f9JbhBfWucrY2eDA","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"w4oJusdFuSttyz8X","name":"Spider Climb","type":"feat","data":{"description":{"value":"

The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage.

\n

The target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

\n
\n

The Giant Wolf Spider attacks with its Bite. The target must make a Constitution saving throw.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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The pseudodragon has advantage on saving throws against powers and other magical effects.

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The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

The Pseudodragon attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

The target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

The Pseudodragon attacks with its Sting. The target must make a Constitution saving throw.

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Vultures are some of the most reviled birds to travel our skies. The bird’s bald, featherless head and black body plumage lend it a sinister facade. The vulture’s outer appearance along with its penchant to scavenge carrion for sustenance has settled the bird squarely into the designation of “evil” in the eyes of many common-folk. The bird’s connection with death, as the vulture will circle a dead or dying creature from high above, also adds to the revulsion felt towards this markedly important creature.

\n

By Committee. Vultures congregate in groups called “committees” or “wakes” on whether or not they are feasting together respectively. These groups squabble for scraps of meat, ripping away rotting flesh from a carcass with their sharp and powerful beaks. It is not uncommon for fights to break out between the hungry birds. Due to their desire to scavenge dead flesh, vultures play a vital role in our ecosystem, as they act as vital decomposers in landscapes where insects or fungi may not exist as readily. Be on the lookout for vultures in your travels, as they can be the sign of nature at work or perhaps something more sinister beneath the talons of this bird.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) piercing damage.

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The Vulture attacks with its Beak.

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Following from our studies of the eagle comes to the smaller yet no less deadly hawk. Another bird of prey, the hawk may be differentiated from eagle species by its smaller frame. Hawks on average weigh no more than eight pounds and have a wingspan of only five feet. These miniscule raptors bear dark brown to deep red plumage unlike the eagle’s most common golden hue. Several species of these birds of prey have been observed employing different tactics in their hunting patterns as well; while the mighty eagle soars down from on high and lifts its prey off into the air with it, hawks prefer to lurk in the cover of trees, waiting for the opportune time to swoop in and surprise their prey from the shadows. Due to their keen eyesight as well as their smaller profile, hawks have been utilized as messenger birds by desert cultures for centuries. Clever and loyal, the hawk may be an option for the adventurer who prefers a raptor who enjoys the cover of shadows and stealth to aid them in their hunts.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The eagle has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 1 slashing damage.

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The Hawk attacks with its Talons.

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Token artwork by Forgotten Adventures.

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The ooze can move through a space as narrow as 1 inch wide without squeezing.

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Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls.

\n

If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

\n
\n

The ooze corrodes metal.

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While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage.

If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

The Gray Ooze attacks with its Pseudopod. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers.

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Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

\n

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The gladiator has advantage on saving throws against being Frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator makes three melee attacks or two ranged attacks.

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\n

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

\n

The Gladiator attacks with their Spear.

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\n

Melee Weapon Attack:+7 to hit,, 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.

\n

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

\n
\n

The Gladiator attacks with their Shield Bash. If the target is a Medium or smaller creature, it must make a Strength saving throw or be knocked prone.

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\n

The gladiator adds 3 to its AC against one melee Attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

\n
\n

The gladiator adds 3 to its AC against one melee Attack that would hit it.

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\n

Author’s Note:  Please see below the entry for “Raven” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight.  The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects.  However, something truly special lurks behind the dark abyss of this bird’s eyes.  Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

\n

Musings and Mimicry.  Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly.  From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom.  Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless!  You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku.  Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them.  Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Ravens attacks with its Beaks.

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Token artwork by Forgotten Adventures.

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The darkmantle can't use its blindsight while deafened.

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While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage.

\n

The darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

\n

While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.

\n

A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

\n
\n

The darkmantle attacks with its Crush. The darkmantle attaches to the target. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. A creature can detach the darkmantle by making a successful Strength check as an action.

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A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a power).

\n

Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a power of 2nd level or lower, the power creating the light is dipowered.

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\n

A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it.

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Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

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The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled escape DC 14, and the shambling mound uses its Engulf on it.

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The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage.

If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must make a Constitution saving throw at the start of each of the mound's turns. If the mound moves, the engulfed target moves with it.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Shambling Mound attacks with its Slam.

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Stirges are foul little nasties who lurk deep within caverns and catacombs. Stirges resemble nothing more than a slightly oversized bat crossed with a mosquito; however, upon closer inspection the Stirge reveals much more. Coated in greasy, pink flesh (save for a small tufted mane of white fur about its head and neck) the Stirge is equipped with a pair of small, bat-like wings made of stretched flesh between struts of thin bone. The skin here at the wing is so thin that light may easily shine through the beast's wings revealing the tiny vesicles within. Stirges also possess a set of six, spindly legs above their pig-like tail. Each leg is tipped with a set of hooked claws which allows the fiend to grip into the flesh of its prey and hang on should a struggle ensue. However, there is one more feature that makes the Stirge truly repugnant.

\n

What's Your Type? Stirges are notable for their ravenous desire to consume the blood of living organisms. These beasts accomplish this foul act with aid from the needle-sharp proboscis waiting at the end of its oversized snout. Gifted with the ability of flight, the Stirge dives down upon an unsuspecting enemy and clamps onto their body with the aid of their barbed claws. The Stirge then drives its proboscis into their victim's flesh, sucking out ounce after ounce of warm blood. Only when the Stirge is sufficiently sated (or battered away) will it release its victim to flee into the darkness where it may digest its liquid lunch. Act fast if Stirges are in the area, lest a swarm of them suck you dry before you have time to react.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

The stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies.

The Stirge attacks with its Blood Drain. A creature, including the target, can use its action to detach the stirge.

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The rhythmic rustle of leaves, knotted roots dragging through the undergrowth, and vacant holes left in the earth are all signs of this fascinating little creature. These formerly average forest plants are gifted with mild sentience by the natural powerwork of a most-powerful druid who has cast the Awaken power to birth an Awakened Shrub.

\n

The shrub itself, having negligible will of its own, then remains @JournalEntry[Charmed] to the powercaster for thirty days, during which, the Awakened Shrub serves at the whim of the druid. The leafy automaton is also given the ability to move independently by the powerwork cast upon it. Using their roots and branches to propel themselves across the forest floor, the shrubs are left to roam clumsily throughout the druid's selected domain.

\n

Druid’s Little Helper. While any mage proficient enough in the arcane to produce an Awaken power may pull these shrubs into sudden life, it is the druids of the woods who most commonly utilize the ability. A unique feature of the Awakened Shrub is its indistinguishability between itself and an average shrub when it stands completely still. The ability to camouflage themselves so thoroughly allows the Awakened Shrubs to act as sentires for a more secretive druid’s hideaway.

\n

As recommended to me by a friend of the forest: be advised to utilize the shrubs in small groups as to simply overwhelm any nosey intruders. Strength in numbers is key for these simplistic shrubs as they may be easily dispatched if singled out. As the magic within the shrub allows the shrubs to speak a language known to their creator, Awakened Shrubs may also be programmed with a warning message and avoid conflict altogether. The shrubs, however, are quite inept when it comes to the completion of even the most simplistic tasks, so utilizing them in a “living alarm” capacity may be the wisest choice.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.

\n

The Awakened Shrub attacks with its Rake.

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While the shrub remains motionless, it is indistinguishable from a normal shrub.

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If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"ajPmtUy0amdphs7D","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Adult Silver Dragon attacks with its Bite.

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Melee Weapon Attack:+13 to hit,, 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Adult Silver Dragon attacks with its Claw.

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Melee Weapon Attack:+13 to hit,, 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Adult Silver Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"F8gfPJkHrrlTwVUs","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"3c1EZHdUBP4tiWfK","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Cold Breath.** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"MzyHKQpwLeUUgBW7","name":"Cold Breath","type":"feat","data":{"description":{"value":"
\n

**Cold Breath.** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["13d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"5Q60uuHW5kZGaopg","name":"Paralyzing Breath","type":"feat","data":{"description":{"value":"
\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"4NQZ8XlRj6sbjbOs","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"lslg4XVihVKQhwte","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"uqanvb4CeQp0bdn3","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"1OojtcMLidFnfuTi","name":"Tail Attack","type":"weapon","data":{"description":{"value":"

The dragon makes a tail attack.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"CdSoAS13rAlkBKI7","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings! Each creature within 10 feet of the dragon must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"W525tFlyOp18jFTJ","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"XTlIcoABQaHZTn5D","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]}],"effects":[]} -{"_id":"gf9QbHdMAfvFtxcv","name":"Ancient Silver 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If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"shoHSForHM2cwBtd","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"YCbR7M5CKKCFWLvk","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+17 to hit,, 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

The Ancient Silver Dragon attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"YHoeJdvSJaT3qblq","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+17 to hit,, 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

The Ancient Silver Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"VlNQwm636T7qIEoQ","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+17 to hit,, 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

The Ancient Silver Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"ohWgcdw603aWWXum","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"oL7vyWwH6bvXyl95","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Cold Breath.** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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**Cold Breath.** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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**Paralyzing Breath.** The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings! Each creature within 15 feet of the dragon must make a Dexterity saving throw.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The griffon has advantage on Wisdom (Perception) checks that rely on sight.

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The griffon makes two attacks: one with its beak and one with its claws.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

The Griffon attacks with its Beak.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Griffon attacks with its Claws.

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Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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The golem is immune to any power or effect that would alter its form.

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The golem has advantage on saving throws against powers and other magical effects.

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The golem's weapon attacks are magical.

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The golem makes two melee attacks.

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Melee Weapon Attack:+13 to hit,, 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

The Iron Golem attacks with its Slam.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

The Iron Golem attacks with its Sword.

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The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

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\n

The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw.

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Who amongst our population could deny their lives have not been positively affected by the domesticated house cat. The cat proves time and time again to be a prized companion whether they are keeping your property free of unwanted pests or cuddling up upon their master’s lap for a cozy night within the study. Found in a number of varieties from the pure black short-haired cats associated with ill omens to the fluffy coated and absurdly flat-faced cats of the frozen north, there appears to be limitless breeds to select from. (Author’s Note: I have recently heard rumor of a cat which produces no hair, requiring its master to simply stroke its flesh without pleasant barriers. More evidence forthcoming of this unfounded discovery). However, our feline compatriots have much more to offer when looked at under the shrewd eye of the adventurer!

\n

Purrfect Pals. Be it at the side of the elder potion-maker tucked safely away in their shop or out with the upstart young ranger braving the rolling fields of the hinterlands, cats are found dotted all across our marvelous land. Compact and light in weight, these agile little hunters fit perfectly atop one’s shoulder or nestled within a wagon’s goods. Cats provide useful utility to the crafty conjurer who binds their familiar to such a form as well; with honed claws able to retract in a lighting’s flash back into their paws the cat makes for a deadly hunter against smaller beasts. Cats also have a flexible spine allowing them to squeeze into difficult to reach places should you coax them adequately or even survive a perilous fall. Researchers have discovered that cats seem to have the uncanny ability to land upon their feet regardless of the angle at which they are dropped; surely this is an astonishing advantage over other less agile creatures! Deathly quiet (unless they prefer to pester their master for tasty morsels with a noisome yowl) a cat is an adequate infiltrator should one prefer to observe their surroundings from a safer distance through this familiar’s eyes. Be they conjured or corporeal, it is this author’s opinion that the common cat is a companion of quality and should be considered when seeking the appropriate animal ally.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+0 to hit,, 5 ft., one target. Hit: 1 slashing damage.

\n

The Cat attacks with its Claws.

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The cat has advantage on Wisdom (Perception) checks that rely on smell.

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The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

\n

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If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage.

\n

If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

\n
\n

If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+6 to hit,, 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

\n

The Giant Elk attacks with its Hooves.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

\n

The Giant Elk attacks with its Ram.

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The dragon can breathe air and water.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

The Bronze Dragon Wyrmling attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

\n
\n

The dragon breathes in!

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**Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

\n
\n

 The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

\n
\n

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

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Token artwork by Forgotten Adventures.

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The bear has advantage on Wisdom (Perception) checks that rely on smell.

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The bear makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

The Polar Bear attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The Polar Bear attacks with its Claws.

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The lion has advantage on Wisdom (Perception) checks that rely on smell.

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The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

\n

If the target is prone, the lion can make one bite attack against it as a bonus action.

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\n

If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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With a 10-foot running start, the lion can long jump up to 25 ft.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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The Lion attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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The Lion attacks with its Claw.

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If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration power or other magic.

\n

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

\n
\n

The basilisk can force the creature to make a Constitution saving throw. It must repeat the saving throw at the end of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

\n

The Basilisk attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form.

Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The mimic can use its action to polymorph into an object or back into its true, amorphous form.

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The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it escape DC 13. Ability checks made to escape this grapple have disadvantage.

The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it. Make an escape check, with disadvantage.

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While the mimic remains motionless, it is indistinguishable from an ordinary object.

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The mimic has advantage on attack rolls against any creature grappled by it.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

If the mimic is in object form, the target is subjected to its Adhesive trait.

The Mimic attacks with its Pseudopod.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

The Mimic attacks with its Bite.

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This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The duergar has advantage on saving throws against poison, powers, and illusions, as well as to resist being charmed or paralyzed.

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While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

\n

The Duergar attacks with its War Pick.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

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The Duergar attacks with its Javelin.

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The duergar magically turns invisible until it attacks, casts a power, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a power).

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\n

The duergar magically turns invisible. Any equipment the duergar wears or carries is invisible with it.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

The Hell Hound attacks with its Bite.

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The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

The hound exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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The dragon turtle can breathe air and water.

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The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

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Melee Weapon Attack:+13 to hit,, 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

The Dragon Turtle attacks with its Bite.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

The Dragon Turtle attacks with its Claw.

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Melee Weapon Attack:+13 to hit,, 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage.

If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

The Dragon Turtle attacks with its Tail. If the target is a creature, it must make a Strength saving throw.

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The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.

Being underwater doesn't grant resistance against this damage.

The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Adult Copper Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Copper Dragon attacks with its Claw.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Copper Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

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\n

**Acid Breath.** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"PMfemsI55IkO3buY","name":"Slowing Breath","type":"feat","data":{"description":{"value":"
\n

**Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"EuIDfrjxsngqBcnD","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

\n
\n

If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

\n

The Elephant attacks with its Gore.

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Melee Weapon Attack:+8 to hit,, 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

\n

The Elephant attacks with its Stomp.

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\n
\n

Bathing your very own Blink Dog comes with a set of challenges all its own.  Often it is simply better to let the beast care for its own hygiene (circumstances allowing) as your precious pooch will likely blink off to the nearest mud puddle as soon as you’ve finished cleaning them.
Caring for your Blink Dog, pg. 46.

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\n

Blink Dogs are a notable curiosity amongst the common canine species.  On the outside, the hound appears to be quite similar to many a hunting mutt: a tannish, yellow complexion of the fur, average in size (standing anywhere from two and a half to three feet in height) and no markings or traits rendering it particularly unique.  However, the secret of this dog lies within.  The Blink Dog possesses an uncanny ability to “blink” or teleport at will from location to location in a flash.  In a similar vein to the powers utilized by mages to transport themselves across distances in a flash, the Blink Dog tears through the fabric of our reality, vanishes instantaneously and appears up to forty feet away from its original location.  The Blink Dog is unable to carry living things along with it, however any equipment or objects the hound currently holds will be transported.  Blink Dogs have an above average intelligence in comparison to other canines and are able to speak their own language, called “Blink Dog”, to others of their kind.  What these discussions entail is a mystery, though it is speculated that often the packs of dogs will discuss their intense hatred for other ethereal quadrupeds as they are known to attack the beasts on sight.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

\n

The Blink Dog attacks with its Bite.

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The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

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An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

\n

Dwellers in Darkness. Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

\n

Symbiotic Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \"trained\" otyugh has eaten its keeper after devouring all the waste in its wallow.

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The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

\n

If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

\n
\n

The Otyugh attacks with its Bite. If the target is a creature, it must make a Constitution saving throw. Every 24 hours that elapse, the target must repeat the saving throw.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage.

If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

The Otyugh attacks with its Tentacle. If the target is Medium or smaller, it is grappled, and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

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The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn.

On a successful save, the target takes half the bludgeoning damage and isn't stunned.

The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must make a Constitution saving throw.

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The otyugh makes three attacks: one with its bite and two with its tentacles.

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Token artwork by Forgotten Adventures.

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The frog can breathe air and water.

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The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

\n

The target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

\n
\n

The Giant Frog attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the frog can't bite another target.

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The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends.

\n

The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

\n
\n

The Giant Frog attacks with its Swallow.

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The kraken can breathe air and water.

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The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained.

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The kraken deals double damage to objects and structures.

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The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

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Melee Weapon Attack:+17 to hit,, 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage.

\n

If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

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\n

The Kraken attacks with its Bite. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends.

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Melee Weapon Attack:+17 to hit,, 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage.

\n

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

\n
\n

The Kraken attacks with its Tentacle. The target is grappled. Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

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One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone.

If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If the target is thrown at another creature, that creature must make a Dexterity saving throw or take the same damage and be knocked prone.

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The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it.

A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a Dexterity saving throw.

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The kraken can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.

\n
\n

The kraken can take 3 legendary actions.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The kraken makes one tentacle attack or uses its Fling.

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The kraken uses Lightning Storm.

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\n

While Underwater, the Kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Kraken. Each creature other than the Kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

\n
\n

The Kraken expels an ink cloud. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Kraken. Each creature other than the Kraken that ends its turn there must succeed on a Constitution saving throw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

\n

The Chimera attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

\n

The Chimera attacks with its Claws.

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The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

\n

The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

\n

The Chimera attacks with its Horns.

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Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

\n

The Berserker attacks with their Greataxe.

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The clamour could be heard well before the creatures shambled into sight.  From across the valley we heard the battalion of Dretch.  Hooting, snarling, and groaning all in an indistinguishable racket, these lowly demons bemoaned their existence even as they tried to suffocate ours.  When the wave of Dretch approached the gate, we then saw their tactics on full display.  Stupid and clumsy the beasts mashed and piled atop one another in order to force open the gate by sheer volume of their weight combined.  When the beams finally began to splinter and those noxious, choking gases met our lungs… I thought I would die where I stood.
- an oral recounting of a demonic invasion by an unnamed soldier.

\n
\n

You Smell That? Very nearly the lowliest of all demonkind, Dretch are horrific and ugly little creatures who bulk out the forces of the Abyss in sheer numbers alone.  Dretch resemble nothing more than a stocky, pale fleshed humanoid with a few additional features.  The Dretch bears lopping, pointed ears and a mess of chipped, dirty fangs that protrude from pale gums in an erratic fashion.  Long, thin arms ending in curved claws drape about a swollen belly, with the hands dragging across the ground next to stunted feet.  The Dretch’s pale skin is loose and slides grotesquely across a spider web of blue and black varicose veins.  Unintelligent and petty, Dretch spend their lives within the Abyss expressing their discontent at their status via a series of grunts and barks in the Abyssal tongue.  Unsuitable for even the most mundane tasks due to their sheer stupidity, Dretch are utilized by other demons as cannon fodder in their everlasting war with the creatures of Hell.  In combat, the Dretch are surely a pitiable sight as their foolishness leads them with only one clear tactic: a mad mob rush towards their enemy.  Dretch are weak and cowardly (many would flee a foe if no greater demon is there to intimidate them back into battle) and prefer to overwhelm their enemy with their numbers.  Should a sufficient contingent of Dretch break through their enemies defenses, the Dretch may then deploy a reeking cloud of putrid air from within their bodies which replenishes once daily.  Immune to all poisons, the Dretch then pummel their opponents with their spindly arms as the enemies slowly fade away in the poison’s choking grasp.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The dretch makes two attacks: one with its bite and one with its claws.

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\n

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) piercing damage.

\n

The Dretch attacks with its Bite.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 5 (2d4) slashing damage.

\n

The Dretch attacks with its Claws.

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\n

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it.

\n

Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. 1 use per day.

\n
\n

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must make a Constitution saving throw.

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The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals extra radiant damage (included in the attack).

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The solar knows if it hears a lie.

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The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands.

If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the hovering sword is targeted by any effect, the solar is considered to be holding it.

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The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The solar's power casting ability is Charisma (power save DC 25). It can innately cast the following powers, requiring no material components:

\n

At will: detect evil and good, invisibility (self only)

\n

3/day each: blade barrier, dispel evil and good, resurrection

\n

1/day each: commune, control weather

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":250000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"WYt9oaIl8PZrMDNl","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The solar has advantage on saving throws against powers and other magical effects.

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The solar makes two greatsword attacks.

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\n

Melee Weapon Attack:+15 to hit,, 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

\n

The Solar attacks with its Greatsword.

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\n

Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage.

\n

If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

\n
\n

The Solar attacks with its Slaying Longbow. If the target is a creature that has 190 hit points or fewer, it must make a Constitution saving throw.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":"self only"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"3a272tdusdFnkmtQ","name":"Blade Barrier","type":"power","data":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":25,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-3.jpg","effects":[]},{"_id":"1aPq4fyL2R6lZLbM","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":25,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"9wis0HWSLp7b6hjC","name":"Resurrection","type":"power","data":{"description":{"value":"

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This power neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the power, they afflict the target on its return to life.

This power closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this power to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast powers again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]},{"_id":"jQji64imiJ2S55eW","name":"Commune","type":"power","data":{"description":{"value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"Incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-3.jpg","effects":[]},{"_id":"EuVQ52Ol4zBq4VMN","name":"Control Weather","type":"power","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"sZjcCRCNcf6m4VoK","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The solar can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.

\n
\n

The solar can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"H4Qnl5aNwIuOiKvm","name":"Teleport","type":"feat","data":{"description":{"value":"

The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"hvLibxV3shPORnBB","name":"Searing Burst","type":"feat","data":{"description":{"value":"
The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
\n

The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"],["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_01.jpg","effects":[]},{"_id":"iXcyU8grGuxZbkYJ","name":"Blinding Gaze","type":"feat","data":{"description":{"value":"
The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration power removes the blindness.\n

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must make a Constitution saving throw.

\n
\n

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a Constitution saving throw or be blinded.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":3},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/light_01.jpg","effects":[]},{"_id":"eNypfn99CwFCi47y","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"wxR8cWGMfaaMKc1W","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]}],"effects":[]} -{"_id":"lZR4lhNmYSf89s4Q","name":"Boar","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":11,"min":10},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft"},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":195,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Boars are hardy, rotund beasts who inhabit the shrouded woodlands of our world, snuffling about for a root or mushroom to enjoy or upturning the foliage in search of a suitable trench to wallow in.  Resembling nothing more than an overgrown domesticated pig, a boar is anything but its breakfast-table-bound cousin.  Standing anywhere from 24 to 38 inches tall upon stocky legs, the hefty wild boar’s most dangerous asset (its massive head) takes prominence, ending in a pair of deadly sharp tusks.  The head, which encompasses over a third of the boar’s entire body length, is made up of a thick mass of bone and muscles which allows the boar to smash into objects and enemies while inflicting little harm upon itself.  Charging up to speeds of 25 miles per hour, the boar can use its charge to deadly effect as the creatures hardy skull and gouging tusks will make short work of most common defenses.  Should you be out on the hunt for a wild boar, it should be noted that the creatures are of a ruddy and substantial endurance, seemingly able to fight off death in order to gore its enemy one last time.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Grassland","cr":0.25,"powerLevel":null,"xp":{"value":50},"source":"MM pg. 319","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"NBkyFFhtTwdmFhsp","sort":1700000,"flags":{},"img":"systems/sw5e/tokens/beast/Boar.png","token":{"flags":{},"name":"Boar","displayName":0,"img":"systems/sw5e/tokens/beast/Boar.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"lZR4lhNmYSf89s4Q","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"ypnf9maxKh66ucMe","name":"Tusk","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

\n

The Boar attacks with its Tusk.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/beast_02.jpg","effects":[]},{"_id":"TSmET06nE61H6HC2","name":"Charge","type":"feat","data":{"description":{"value":"
\n

If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage.

\n

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

\n
\n

If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes extra slashing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","slashing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]},{"_id":"U66PTM15QvmkenvW","name":"Relentless","type":"feat","data":{"description":{"value":"
\n

If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Recharges on a short or long rest.

\n
\n

If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

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As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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The spider ignores movement restrictions caused by webbing.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

The target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

The Phase Spider attacks with its Bite. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

The Sahuagin attacks with its Bite.

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The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

The Sahuagin attacks with its Claws.

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The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

The sahuagin can breathe air and water.

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The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

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The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

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The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals extra radiant damage (included in the attack).

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The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

\n

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

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The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The deva's powercasting ability is Charisma (power save DC 17). The deva can innately cast the following powers, requiring only verbal components:

\n

At will: detect evil and good

\n

1/day each: commune, raise dead

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The deva has advantage on saving throws against powers and other magical effects.

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The deva makes two melee attacks.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

\n

The Deva attacks with its Mace.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

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You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This power also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This power doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the power, they take effect when the creature returns to life. The power can't return an undead creature to life.

This power closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the power automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

The Young Blue Dragon attacks with its Bite.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The Young Blue Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"7XDStiwr5cRAODjk","name":"Lightning Breath","type":"feat","data":{"description":{"value":"

The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]},{"_id":"dGVHjuCt6WhGx0sX","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]}],"effects":[]} -{"_id":"mQnsXanewsPiV7QE","name":"Mage","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0,"dc":14},"wis":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":12,"min":12},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft"},"powercasting":"int","prof":3,"powerdc":14,"powerLevel":0,"encumbrance":{"value":1,"max":135,"pct":0.7407407407407407,"encumbered":true}},"details":{"biography":{"value":"

Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

\n

","public":""},"alignment":"Any Alignment","race":null,"type":"Humanoid (any race)","environment":null,"cr":6,"powerLevel":9,"xp":{"value":2300},"source":"MM pg. 347","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":["custom"],"custom":"any four languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":1,"ability":"int","mod":3,"bonus":0,"passive":16,"prof":3,"total":6},"ath":{"value":0,"ability":"str","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":1,"ability":"int","mod":3,"bonus":0,"passive":16,"prof":3,"total":6},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":4,"override":null,"max":4},"power2":{"value":3,"override":null,"max":3},"power3":{"value":3,"override":null,"max":3},"power4":{"value":3,"override":null,"max":3},"power5":{"value":1,"override":null,"max":1},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"AljGyVrrsrPBi1QM","sort":100000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Mage","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"mQnsXanewsPiV7QE","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"gKh2ZGNk6nZeAM4E","name":"Fire Bolt","type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]},{"_id":"sO0y8sl6BUc4uLpQ","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"8AsyxkwMW77n8TMn","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"WeHvVHmMqyM36Hyu","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"rHoCNImtmMQr8TMB","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"ubZj9XlltjcTAzja","name":"Mage Armor","type":"power","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-1.jpg","effects":[]},{"_id":"gKRi9Yu14HeACqSq","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4+1"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"JZqZeMR3KcCL7opH","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"kZEpBou0dxWj6Xum","name":"Misty Step","type":"power","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-1.jpg","effects":[]},{"_id":"QREOzX3l871IOD4Z","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"JiDcPQSp4omiK3AZ","name":"Counterpower","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your powercasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]},{"_id":"oT4dQG28IiZwRPtZ","name":"Fireball","type":"power","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-2.jpg","effects":[]},{"_id":"CIztTr0GrIAh4mAg","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"3wGcLaOj0ucT34UU","name":"Greater Invisibility","type":"power","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the power ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-3.jpg","effects":[]},{"_id":"6zDAFf7Lb0w56TxT","name":"Ice Storm","type":"power","data":{"description":{"value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]},{"_id":"mIgDmXFkJaMEvtVt","name":"Cone of Cold","type":"power","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this power becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]},{"_id":"tbKbwgcprUBciliF","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The mage is a 9th-level powercaster. Its powercasting ability is Intelligence (power save DC 14, +6 to hit with power attacks). The mage has the following wizard powers prepared:

\n

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

\n

1st level (4 slots): detect magic, mage armor, magic missile, shield

\n

2nd level (3 slots): misty step, suggestion

\n

3rd level (3 slots): counterpower, fireball, fly

\n

4th level (3 slots): greater invisibility, ice storm

\n

5th level (1 slot): cone of cold

\n
\n

The mage is a powercaster. Its powercasting ability is Intelligence.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"LcMdsxbtVEhUDXju","name":"Dagger","type":"weapon","data":{"description":{"value":"

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

The Mage attacks with its Dagger.

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In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"yfN4gklLV7zqhzxo","name":"Surprise Attack","type":"feat","data":{"description":{"value":"

If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/water_07.jpg","effects":[]},{"_id":"Sr7ZTAYd1TQ6Nfto","name":"Multiattack","type":"feat","data":{"description":{"value":"

The doppelganger makes two melee attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"scZU8bs551DZRvgC","name":"Slam","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

\n

The Doppelganger attacks with its Slam.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"YIoB9xCKEcrrPRt9","name":"Read Thoughts","type":"feat","data":{"description":{"value":"
\n

The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it.

\n

While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a power). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

\n
\n

The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"cG4WdhcrTZt6rxUi","name":"Shapechanger","type":"feat","data":{"description":{"value":"

The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form.

Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form.

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Bandits of our humble world come in a variety of shapes and sizes; be they a halfling pickpocket or the swarthy Dragonborn sea-captain plundering unfortunate vessels. Here we will view the commonalities of what would be considered the “bandit” class of criminal. Be advised while reviewing this information that not all bandits should be viewed with a scornful eye. While many seek harm or riches from their quarry, others thieve to survive in a world most unfair.

\n

The Good. We begin with those bandits who could be seen as “noble criminals”. These bandits consist of the most downtrodden of our nations, those citizens who have struggled through poverty and oppression to scrape out a meager existence clinging to any comfort they can grasp. Consider what would drive a person to commit something so desperate as robbery or open theft in a village street. Bandits of a nobler sort may still be selfish with their earnings, taking what they have stolen to enrich their own lives or those of immediate relations. There are some bandits, however, who seek to use their pilfered goods to improve the lives of the poorer community. Be aware that often these bandits are desperate and afraid, especially during the act of robbery. They are scared, driven to crime by poor circumstances, so they may not require violence to disperse as more often than not they will not physically harm their victims. Keep an open mind as you travel through the world young adventurer and remember that were the tables turned, you may wish for mercy for such a minor infraction.

\n

The Bad and Ugly. For every good-hearted soul stealing from those with too much and giving to the unfortunate, there is a truly villainous spirit lurking behind the brush of a nearby road, lying in wait for an unsuspecting victim. During your travels, adventurer, these sorts may be the most common instances of banditry you will experience. Armed with swords, clubs, and bows, the more nefarious of the bandit world prefer to ambush their prey from the shadows of hills and trees, catching traveling parties unaware. These treacherous thieves will attempt diversion and trickery in order to catch their quarry off guard should their crew be outnumbered. Bandits have no boundaries of borders or locale, so caution should be taken whether you walk upon a forested road or sail the high seas as you island hop for fame. Danger lurks in every corner of our world adventurer, be prepared and discerning should you encounter a party of brigands lest your career end well before your legend is written.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

\n

The Bandit attacks with their Scimitar.

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\n

Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

\n

The Bandit attacks with their Light Crossbow.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":true,"two":true,"amm":true,"fin":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]},{"_id":"pByEnV0Y7QOI0ndA","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination power that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_09.jpg","effects":[]},{"_id":"wmqCsq80pewLPg4c","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

The sphinx’s weapon attacks are magical.

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\n

The sphinx is a 12th-level powercaster. Its powercasting ability is Wisdom (power save DC 18, +10 to hit with power attacks). It requires no material components to cast its powers. The sphinx has the following cleric powers prepared:

\n

• Cantrips (at will): sacred flame, spare the dying, thaumaturgy• 1st level (4 slots): command, detect evil and good, detect magic• 2nd level (3 slots): lesser restoration, zone of truth• 3rd level (3 slots): dispel magic, tongues• 4th level (3 slots): banishment, freedom of movement• 5th level (2 slots): flame strike, greater restoration• 6th level (1 slot): heroes' feast

\n
\n

The sphinx is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"1VqHo34RfZWxXk7R","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"cPhzBNIMMjYjc8sU","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"gj1jJcjAgCrXmlbX","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"12A64lMgR6Z13Xms","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"I9VYl7m6OgtKXpiI","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"sRyc27ppME4WhfuB","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"83YVr08H8yrAXe3r","name":"Lesser Restoration","type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"J3HDssTo0AEI2csX","name":"Zone of Truth","type":"power","data":{"description":{"value":"

You create a magical zone that guards against deception⁠ in a 15-foot-radius sphere⁠ centered on a point of your choice within range. Until the power ends, a creature that enters the power’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

","chat":"","unidentified":""},"source":"PHB pg. 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":18,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-2.jpg","effects":[]},{"_id":"skW50FeLzUoYbOUQ","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"2zlPvHp9vj9anzAw","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"LrzoZ9UuXWl8PFuu","name":"Banishment","type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":18,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]},{"_id":"NrQpb7X1Y1pjEb7I","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Powers and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

\n

The target can also spend 5 feet of Movement to automatically escape from non-magical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-spirit-2.jpg","effects":[]},{"_id":"YL0i8XfFrHNqUNPg","name":"Flame Strike","type":"power","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-3.jpg","effects":[]},{"_id":"Q7h1DJfK5qjRlHyK","name":"Greater Restoration","type":"power","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

\n
    \n
  • One effect that Charmed or Petrified the target
  • \n
  • One curse, including the target’s Attunement to a cursed magic item
  • \n
  • Any reduction to one of the target’s Ability Scores
  • \n
  • One effect reducing the target’s hit point maximum
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]},{"_id":"VqizLDE4WlQvHUus","name":"Heroes' Feast","type":"power","data":{"description":{"value":"

You bring forth a great feast, including magnificent food and drink. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial Effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

\n

A creature that partakes of the feast gains several benefits. The creature is cured of all Diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom Saving Throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of Hit Points. These benefits last for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem-encrusted bowl worth at least 1000gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-3.jpg","effects":[]},{"_id":"yotsIj19d5spOVGb","name":"Claw","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

\n

The Androsphinx attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"value":"","amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"gddHh6xWKLMmCT1J","name":"Multiattack","type":"feat","data":{"description":{"value":"

The sphinx makes two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":0,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"ez87kySQJgKUPT9L","name":"Roar","type":"feat","data":{"description":{"value":"
\n

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

\n

**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

\n
\n

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]},{"_id":"sCcGdT18vb7al854","name":"First Roar","type":"feat","data":{"description":{"value":"

Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]},{"_id":"hrPPu1rypQZWPHDp","name":"Second Roar","type":"feat","data":{"description":{"value":"

Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]},{"_id":"guh5qlJFR8iKncKj","name":"Third Roar","type":"feat","data":{"description":{"value":"

Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d10","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]},{"_id":"u7KoAMVBDhcaWQAd","name":"Legendary Actions","type":"feat","data":{"description":{"value":"

The sphinx can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":825000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"fZY6aMo87z2iSl9Q","name":"Claw Attack","type":"feat","data":{"description":{"value":"

The sphinx makes one claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blood_06.jpg","effects":[]},{"_id":"ZZdoas8GMbE3AzzZ","name":"Teleport","type":"feat","data":{"description":{"value":"

The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"sr"},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"COSA7NBYXiWccqNu","name":"Cast a Power","type":"feat","data":{"description":{"value":"

The sphinx casts a power from its list of prepared powers, using a power slot as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"L4i5v1sND0KLLlb4","name":"Lair Actions","type":"feat","data":{"description":{"value":"

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Beholden to a culture and leadership all their own, tribal warriors shirk the trappings of governments and laws in preference of following powerful chieftains, ravaging warlords, or tight-knit tribal collectives banded together for mutual benefit. Tribal warriors act not like the guards of the city gates; rather, they function on hierarchies of honor, physical prowess, and in the legacy of deeds won in battle. Equipped with simple weapons such as spears, shortswords, or blunt maces the tribal warrior thrives within the heat of a battle, relishing in the decimation of their enemies. Theirs is a world of power struggles played upon the field of war rather than behind the closed doors of a council chamber. While one on one fights may be availed to combatants who prove themselves a worthy challenge, the tribal warrior is often not far from their allies. Utilizing simple combat techniques to pincer or route adversaries, the tribal warrior is no stranger to guerilla combat. Should you enter a tribe's hard won territory it will be likely that the tribe was alerted miles ahead of your approach to their borders. Be cautious, be wise, and keep an eye upon the rustling trees of the roadways should you stray into a land most unfamiliar. Tribal warriors respect honor and might, should you show them both then bloodshed of a greater order may be quickly avoided.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

\n

The Tribal Warrior attacks with their Spear.

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\n

The first time you see those hollow sockets staring back at you with some semblance of thought inside the skull, I advise to quash any feelings of accomplishment.  The skeletal servant you have raised is little more than a brainless husk.  Without proper, and I mean proper, instruction, the bones in front of you might as well have remained dusty upon the floor.  Explain the orders carefully and lay out the steps of your new servant’s tasks with exceeding care.  Also, should you catch your skeletal friend partaking in the activities of their former life, do not scold them.  The mundane routine of chopping wood or swinging a hammer can allow for more malleable servants as time continues.
The Book of Dark Servants, Vol III.

\n
\n

Skeletons are beings raised into undeath by the will of necromantic magic.  The necromantic magics used within the ritual can either be cast by a trained hand or simply seep into the bones of the skeleton in areas of concentrated death.  Cemeteries, catacombs, and battle fields are all subject to the sporadic rising of skeletons into their new lives.  The magic not only keeps the skeleton “living”, but it also binds joints and bones together like spectral ligaments.  With its second life, the skeleton acts as a semi-mindless creature serving its master’s will.

\n

Spooky Scary. For the up and coming necromancer, skeletons make worthy guards for a hidden repository of forbidden knowledge.  Skeletons will follow simple to mildly complex orders given (such as forming a protective circle or constructing minor defenses) without the necromancer needing to worry about the durability of their creations.  The skeletons will avoid danger and refuse to injure themselves unless explicitly ordered by their master.  Skeletons do seem to grow rather bored without direction and have been observed ambling around an area performing simple actions from their past lives.  One notable skeleton I recall was still able to cast their fishing line, though clumsily at best, into the nearby lake.  Skeletons, however, are not utilized for their prior skills but as guardians of the necromancer who summoned them back from the hells.  Skeletons are more than capable when swinging a sword or firing a crossbow, finding martial prowess in death that they may have lacked in life thanks to the dark power flowing through their marrow.

\n
\n

Author’s Note: Not all skeletal adversaries in an adventurer’s journey will be humanoid.  Be wary, as significant magics can summon back more powerful skeletal monsters.

\n
\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Skeleton attacks with its Shortbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Skeleton attacks with its Shortsword.

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If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on Strength saving throw.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

The Gorgon attacks with its Gore.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

The Gorgon attacks with its Hooves.

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The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw.

On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration power or other magic.

The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon can breathe air and water.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

The Gold Dragon Wyrmling attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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\n

**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 15-foot cone. Each creature in that area must make a Strength saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

The Blue Dragon Wyrmling attacks with its Bite.

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The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

If the elemental takes cold damage, it partially freezes.

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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The elemental makes two slam attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Water Elemental attacks with its Slam.

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Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water.

If the saving throw is successful, the target is pushed out of the elemental's space.The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Each creature in the elemental's space must make a Strength saving throw. If it is Large or smaller, it is also grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a Strength check and succeeding.

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There was a rumor, started by some Svirfneblin culture centuries ago, which stated a swarm of hungry quippers could devour an entire horse in under a minute. No one has yet volunteered to sacrifice their beast to the swarm to test this boast to date.
- A note on my studies in the Underdark.

\n
\n

The Quipper is a variety of carnivorous fish found in almost any body of water regardless of location. Approximately the size of an adult human’s fist, these tiny beasts are ravenous when they sense any scrap of food is nearby. The quipper’s jaw is lined with a jagged row of dagger-sharp teeth which they use to strip flesh from bones at lightning speed. The quipper’s ability to see even within the darkness of a frigid cavern lake makes them extremely deadly to the unwary traveler who takes an accidental plunge into the darkened waters. Though it is not entirely unheard of to see quippers on their own it is far more common that they travel in swirling swarms. These clouds of razor-toothed fish can sense blood in the water from great distances, able to sniff a single drop of the life giving fluid in over 200 liters of water. I suggest that any adventurer steer well clear of any water they are not certain is free of quippers.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.

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The stalker is invisible.

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The stalker makes two slam attacks.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

The Invisible Stalker attacks with its Slam.

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Token artwork by Forgotten Adventures.

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The mephit can innately cast heat metal (power save DC 10), requiring no material components. Its innate powercasting ability is Charisma.

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Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a Dexterity saving throw.

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While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

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Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

The Magma Mephit attacks with its Claws.

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The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

The mephit exhales a 15-foot cone of fire. Each creature in that area must make a Dexterity saving throw.

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\n

Strolling through the forest one spring morning I did find myself brought down to the earth by a most unusual hole gaping wide in the forest floor. Thinking myself a rather clever sleuth in finding some ill-witted bandit’s secret treasures, I did quickly reach my hand within the tunnel only to be greeted by something oddly fuzzy and a most severe pain to boot! Let my incident (and missing finger) with the woodland badger be warning to those lacking in wisdom; do not reach into places where your hand does not belong!

\n
\n

- Merchant Lord Ellemond Doughty.

\n

The common forest dwelling badger is a creature of ingenuity and sheer determination. This creature, resembling a most rotund and powerful weasel, busies itself upon the forest floor catching its prey of insects and small mammals all the while toiling away at creating itself a sett, or more commonly called, a burrow. The badger’s coat is decked in marvelous black and white stripes running the length of its body. With gentle eyes and an otherwise calm demeanor, the badger exudes an image of a more timid beast; however, this outer appearance should be observed with caution. Armed with thick, elongated claws made for churning through the toughest of soil and a set of powerful jaws to match, badgers are quick to defend themselves should a foolish soul harass them. As long as you do not agitate the badger, it will find no recourse to harm you.

\n

Miraculous Mandibles. A badger’s most intriguing feature is a set of peculiar jawbones with provide it with a spectacular method of defense. The animal’s jaws are set into long cavities within its skull allowing the badger to lock its jaws in place thus increasing its already powerful bite strength and avoid the possibility of mandible dislocation. A truly remarkable evolutionary advantage in avoiding combat (rather than confronting its adversary) is the badger’s natural odor. These creatures can release a powerful musk from scent glands located near their rears which can easily drive away predators. It is for these reasons that many forest dwelling cultures revere the badger as a guardian of the forest and attempt to utilize the badger’s unique abilities in their own bid for survival in the wilds of our world.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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\n

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 1 piercing damage.

\n

The Badger attacks with its Bite.

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The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid.

Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The werebear can use its action to polymorph, or return to its true form.

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The werebear has advantage on Wisdom (Perception) checks that rely on smell.

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In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.

The Werebear attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Werebear attacks with its Claw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

\n
\n

The Werebear attacks with its Greataxe.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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The Brown Bear attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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The Brown Bear attacks with its Claws.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

The Roc attacks with its Beak.

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Melee Weapon Attack:+13 to hit,, 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage.

The target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

The Roc attacks with its Talons. The target is grappled. Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

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Token artwork by Forgotten Adventures.

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While out of water, the octopus can hold its breath for 1 hour.

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The octopus has advantage on Dexterity (Stealth) checks made while underwater.

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The octopus can breathe only underwater.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Recharges after a Short or Long Rest.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater.

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Melee Weapon Attack:+5 to hit,, 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

\n

If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

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\n

The Giant Octopus attacks with its Tentacles. If the target is a creature, it is grappled. Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Ancient Brass Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Brass Dragon attacks with its Claw.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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Melee Weapon Attack:+14 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Brass Dragon attacks with its Tail.

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The dragon uses one of the following breath weapons:

\n

**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

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\n

**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 ( 2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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\n

Author’s Note: Please see below the entry for “Lizard” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

“Hey there Mr. Goodberry lookie here!  I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard.  These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes.  What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces.  Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe.  Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options!  However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids.  The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

\n

The Giant Lizard attacks with its Bite.

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If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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The minotaur can perfectly recall any path it has traveled.

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At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/red_01.jpg","effects":[]},{"_id":"lZ5YdCcXmEDR6vhb","name":"Greataxe","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

The Minotaur attacks with its Greataxe.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

The Minotaur attacks with its Gore.

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Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such impact upon humanoid life as does the rat. Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to. These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves. Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door. Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures. Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals. A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself. Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur. Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth. Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The rat has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack:+0 to hit,, 5 ft., one target. Hit: 1 piercing damage.

\n

The Rat attacks with its Bite.

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Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such impact upon humanoid life as does the rat. Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to. These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves. Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door. Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures. Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals. A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself. Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur. Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth. Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The rat has advantage on Wisdom (Perception) checks that rely on smell.

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The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

\n

The Giant Rat attacks with its Bite.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+ 15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

The Ancient Black Dragon attacks with its Bite.

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Melee Weapon Attack:+15 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Black Dragon attacks with its Claw.

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Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Black Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

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The dragon can take 3 legendary actions.

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The dragon makes a Wisdom (Perception) check.

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The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

The Young Copper Dragon attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Copper Dragon attacks with its Claw.

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\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

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\n

**Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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\n

**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 30-foot cone. Each creature in that area make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":800001,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"kk9fXkx19bCD5Qqv","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon makes three attacks: one with its bite and two with its claws.

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The rakshasa can't be affected or detected by powers of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other powers and magical effects.

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The rakshasa's innate powercasting ability is Charisma (power save DC 18, +10 to hit with power attacks). The rakshasa can innately cast the following powers, requiring no material components:

\n

At will: detect thoughts, disguise self, mage hand, minor illusion

\n

3/day each: charm person, detect magic, invisibility, major image, suggestion

\n

1/day each: dominate person, fly, plane shift, true seeing

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"18NEVoD84KHDcWoG","name":"Multiattack","type":"feat","data":{"description":{"value":"

The rakshasa makes two claw attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature.

The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse power or similar magic.

The Rakshasa attacks with its Claw.

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For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"jTLRl5pX8kwsfyoG","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]},{"_id":"psu39GciiKbqDBv8","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"MnQwWVPKs9ga5bKa","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"2boEOEZoprgITrzn","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"KiMKj5sTPXl1XSE9","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"kj2TnzkLvawtQ4Rg","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"3FZQ0H5zCw4p6vn1","name":"Major Image","type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"Ckw1hRrOxipEVghR","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"EsDjBP68jWnF2l7F","name":"Dominate Person","type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"iNF3tgofebDcdqx0","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"HkbniuFmJt7hOBF6","name":"Plane Shift","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":18,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"1Bm31uiAjkCyWnv7","name":"True Seeing","type":"power","data":{"description":{"value":"

This power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"An ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the power","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]}],"effects":[]} -{"_id":"qZyLwdx7lj5d1wfD","name":"Roper","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":15},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"int":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9}},"attributes":{"ac":{"value":20,"min":9},"hp":{"value":93,"min":0,"max":93,"temp":0,"tempmax":0,"formula":"11d10 + 33"},"init":{"value":0,"bonus":0,"mod":-1,"total":-1,"prof":0},"movement":{"burrow":0,"climb":10,"fly":0,"swim":0,"walk":10,"units":"ft"},"powercasting":"","prof":3,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":540,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Ropers are underworld hunters and ambushers which have evolved to assume the appearance of stalagmites or other rock formations. Ropers wait for living creatures to draw near before lashing out with extruding tendrils which ensnare the target and sap its strength. The roper will draw its prey into a large fanged maw to slowly consume.

","public":""},"alignment":"Neutral Evil","race":null,"type":"Monstrosity","environment":"Underdark","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"MM pg. 261","class":{}},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"Darkvision 60 ft.","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"arc":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"med":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"prc":{"value":1,"ability":"wis","mod":3,"bonus":0,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ste":{"value":2,"ability":"dex","mod":-1,"bonus":0,"passive":15,"prof":6,"total":5},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"RSebJT8R6qUqPs4A","sort":900000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Roper","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"qZyLwdx7lj5d1wfD","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"rnluQsu6p0n6s70W","name":"False Appearance","type":"feat","data":{"description":{"value":"

While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"hQLj7Zzuva4M9KzH","name":"Grasping Tendrils","type":"feat","data":{"description":{"value":"

The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage).

Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

The roper can have up to six tendrils at a time. Each tendril can be attacked. A tendril can also be broken if a creature takes an action and succeeds on a Strength check against it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/green_16.jpg","effects":[]},{"_id":"JsrlYsn9HM9HAeKH","name":"Spider Climb","type":"feat","data":{"description":{"value":"

The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/green_23.jpg","effects":[]},{"_id":"mBRjMwEitGrPDm5I","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

The Roper attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 50 ft., one target. Hit: The target is Grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength Checks and Strength Saving Throws , and the roper can't use the same tendril on another target.

The Roper attacks with its Tendril. The target is grappled. Until the grapple ends, the target is restrained and has disadvantage on Strength Checks and Strength Saving Throws.

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The roper pulls each creature grappled by it up to 25 ft. straight toward it.

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The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

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Bats are a common fixture within the secluded forests and lightless caverns of our world. Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness. This alone makes them a prized choice for a summoned familiar. Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight! Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp. What makes these creatures truly unique is their ability to navigate in the pitch black of night. The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath. The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigation without the aid of their eyes. It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The bat can't use its blindsight while deafened.

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack:+0 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

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The Bat attacks with its Bite.

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Oh adventurer, were I able to precisely list every nature of cultists here for you, this tome would certainly span multitudinous volumes. Cultists, as their name describes, are those members of a secret underground society (or cult) whom very often practice a dark and unholy religion with their fellows. Beware adventurer! Not every cult is simply based around religious pretexts, there are those who seek political movements, those who are power hungry, and those who deign to meddle with forces our histories have lost long ago. Let me describe for you the very basics of common cult activity.

\n

Friends on the Other Side. Cultists operate entirely in secrecy outside of the normal comings and goings of everyday life. What makes the cultist so fascinating is that they often attempt to blend seamlessly in with common folk: the barkeep at your favorite tavern, the guard near the gate, or even the dancer upon the stage may all be part of an underground community based ostensibly in evil. Now, to be clear, I do not encourage paranoia as cult activity is relatively rare in comparison to other, more immediate threats to our world; however, should a clever adventurer keep a keen eye out for secretive motions or gestures, odd symbols or markings, and even whispered code words, they can be certain they have stumbled into the workings of a cult. Quite commonly cultists align themselves with an ancient power trapped or dormant somewhere upon one of the more foul planes of existence. Their goals with this dark, godly force are myriad but often include control of a political structure, the deaths of hundreds if not thousands, or simply to sew despair and chaos across the realms of mortals. Unlike the desperate and cowardly bandits pushed to the brink by circumstance, cultists are often irredeemable foes. These men and women have been programed, brain-washed, or even directly controlled by their benefactor into the ways of darkness; often they are unfortunately unable to return to society once they have ingratiated themselves too deeply within the cult's network. Cults should always be handled and broken up with the utmost care; though the humanoid pawns behind the cult can be more easily dealt with, it should be remembered that cosmically evil forces may be at work and already set well into motion behind those pawns.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The cultist has advantage on saving throws against being charmed or frightened.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

\n

The Cultist attacks with their Scimitar.

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Token artwork by Forgotten Adventures.

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The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

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The ghost can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The ghost can move through other creatures and objects as if they were difficult terrain.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

The Ghost attacks with its Withering Touch.

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The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

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Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years.

A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration power, but only within 24 hours of it occurring.

Each non-undead creature within 60 ft. of the ghost that can see it must succeed make a Wisdom saving throw. A target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

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One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness.

The ghost can't be targeted by any attack, power, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good power. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

One humanoid that the ghost can see within 5 ft. of it must make a Charisma saving throw.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

The Young Red Dragon attacks with its Bite.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Young Red Dragon attacks with its Claw.

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The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw.

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The dragon makes three attacks: one with its bite and two with its claws.

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The nalfeshnee has advantage on saving throws against powers and other magical effects.

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The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

The Nalfeshnee attacks with its Bite.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

The Nalfeshnee attacks with its Claw.

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The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

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The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

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In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

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More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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The Bandit Captain attacks with their Scimitar.

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Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

The Bandit Captain attacks with their Dagger.

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The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

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Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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\n

The Wight attacks with its Longbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

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The Wight attacks with its Longsword.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage.

\n

The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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\n

The Wight attacks with its Life Drain. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes a extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

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The Giant Goat attacks with its Ram.

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A horse is a horse, of course of course.
Dolan Dullard’s Book of Actual Rhymes

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\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

\n

The Riding Horse attacks with its Hooves.

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The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

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The elemental deals double damage to objects and structures.

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The elemental makes two slam attacks.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

The Earth Elemental attacks with its Slam.

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At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

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Magical darkness doesn't impede the devil's Darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

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The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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\n

Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.

\n

The Barbed Devil attacks with its Claw.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

\n

The Barbed Devil attacks with its Tail.

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\n

Ranged Power Attack:+5 to hit,, 150 ft., one target. Hit: 10 (3d6) fire damage.

\n

If the target is a flammable object that isn't being worn or carried, it also catches fire.

\n
\n

The Barbed Devil attacks with its Hurl Flame. If the target is a flammable object that isn't being worn or carried, it also catches fire.

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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The hag can breathe air and water.

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The hag's innate powercasting ability is Charisma (power save DC 12). She can innately cast the following powers, requiring no material components:

\n

At will: dancing lights, minor illusion, vicious mockery

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The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Green Hag attacks with its Claws.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

\n

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

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The hag magically turns invisible until she attacks or casts a power, or until her concentration ends (as if concentrating on a power). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

The hag magically turns invisible. Any equipment she wears or carries is invisible with her.

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Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.

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\n

The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target.

\n

The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

\n
\n

The target must make a Wisdom saving throw. Whenever the target takes damage, the target can repeat the saving throw. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"wis"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1137500,"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"eK34LWjCZnoLqUbv","name":"Detect","type":"feat","data":{"description":{"value":"

The aboleth makes a Wisdom (Perception) check.

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\n

The aboleth makes one tail attack.

\n
\n

The aboleth swipes its tail against its prey!

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One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

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\n

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

\n
\n

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/water_05.jpg","effects":[]},{"_id":"R5sQYgehDyPiDyyE","name":"Probing Telepathy","type":"feat","data":{"description":{"value":"

If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1025000,"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]},{"_id":"sgauK8Lyt8qxsxOH","name":"Tentacle","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature gains Tentacle Disease.

\n
\n

The Aboleth attacks with its Tentacle. If the target is a creature, it must make a Constitution saving throw.

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\n

Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

\n
\n

The Aboleth attacks with its Tail.

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The aboleth can breathe air and water.

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\n

After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing power of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

\n
\n

You feel a surging pain rushing through your body!

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":250000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_16.jpg","effects":[]},{"_id":"5zfFkWqOMddCmxiR","name":"Multiattack","type":"feat","data":{"description":{"value":"

The aboleth makes three tentacle attacks.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The aboleth can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

\n
\n

The aboleth can take 3 legendary actions.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

\n

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The shark can breathe only underwater.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

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The Hunter Shark attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage.

If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse power or other magic.

The Mummy attacks with its Rotting Fist. If the target is a creature, it must make a Constitution saving throw.

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The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn.

If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must make a Wisdom saving throw against this magic.

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The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

The Grick attacks with its Tentacles.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Grick attacks with its Beak.

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The tiger has advantage on Wisdom (Perception) checks that rely on smell.

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\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

\n

If the target is prone, the lion can make one bite attack against it as a bonus action.

\n
\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

\n

The Saber-Toothed Tiger attacks with its Bite.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

\n

The Saber-Toothed Tiger attacks with its Claw.

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Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

\n

","public":""},"alignment":"Any Non-Good","race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"powerLevel":4,"xp":{"value":450},"source":"MM pg. 345","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":["custom"],"custom":"any one language (usually Common)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"per":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"rel":{"value":1,"ability":"int","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":4,"override":4,"max":4},"power2":{"value":3,"override":3,"max":3},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"ZSWBRlk2vsD2qKZC","sort":1700000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Cult Fanatic","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"tYfQIxCJT0WaaKmc","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"vTb2KSllrajm88Ni","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The fanatic has advantage on saving throws against being charmed or frightened.

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\n

The fanatic is a 4th-level powercaster. Its power casting ability is Wisdom (power save DC 11, +3 to hit with power attacks).

\n

The fanatic has the following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): command, inflict wounds, shield of faith

\n

2nd level (3 slots): hold person, spiritual weapon

\n
\n

The fanatic is a powercaster. Its power casting ability is Wisdom.

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You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"cyAPTNFAfJZRMsSG","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"6gdrsDerIEH5YGOT","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"OEwZcZzFfpuTr7Gn","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"Y2uSsWTMZZX7aayl","name":"Inflict Wounds","type":"power","data":{"description":{"value":"

Make a melee power Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

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The fanatic makes two melee attacks.

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\n

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

\n

The Cult Fanatic attacks with their Dagger.

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\n

Avernus, the realm of fire and blood, revealed itself to me in a wave of heat and the wails of the unfortunate. As I peered into the first circle of the Nine Hells I did spy the quarry of my search with relative ease, The Maggot Pit. Here, deep within the valley of a parched and cracking mountain range lay a pit perhaps a mile in diameter, flanked all around by devilish guards. Within the milky pit writhed millions of ghostly pale worms, biting and squirming beneath their fellows. It was here that the lowly devils did bring up cart after cart piled high with the wretched and weakened souls of the pitiful dead, who were unceremoniously prodded to the edge of the pit and thrown within the writhing “waters” below. The sight of the lamentable being that emerged from that pool haunts my visions to this very day… 
- Alaband the Curious, Mage in the Circle of the Constellar.

\n
\n

Wretched and foul, the Lemure is perhaps the weakest being to emerge shrieking from the Nine Hells into our plane of existence. Lemures resemble nothing more than a living ooze which has attempted to take the form of something vaguely humanoid. A malformed head with humanoid features sits atop the puddle of a creature, its pink and rotting flesh slithering beneath two stunted arms. Only able to cry out incoherently, the Lemure acts at the whim of its infernal masters, reduced in this form to a babbling fool. These creatures are the first troops sent through to another plane as the infantry in a never ending war which the Archdevils of the Nine Hells wage upon their foes. Though the Lemure has nearly no will of its own, the creature does have the strength to return to life should it be killed within its home of the Nine Hells. Be sure to pack a fair portion of holy water or utilize a Bless incantation should you slay on of these beasts in the realm of the devils, lest it only return to life within the Maggot Pit a few days after its demise.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Lawful Evil","race":null,"type":"Fiend (Devil)","environment":null,"cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 76","class":{}},"traits":{"size":"med","di":{"value":["fire","poison"],"custom":""},"dr":{"value":["cold"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","poisoned"],"custom":""},"senses":"Darkvision 120 ft.","languages":{"value":["infernal","custom"],"custom":"Cannot Speak"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"his":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"rel":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"ste":{"value":0,"ability":"dex","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"4Ht7EPHtqvVg22L8","sort":100000,"flags":{},"img":"systems/sw5e/tokens/devil/Lemure.png","token":{"flags":{},"name":"Lemure","displayName":20,"img":"systems/sw5e/tokens/devil/Lemure.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"tubcO7kaQ4w0soxS","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"zEGUljO44aDmj8z5","name":"Devil's Sight","type":"feat","data":{"description":{"value":"

Magical darkness doesn't impede the lemure's darkvision.

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\n

A lemure that dies in the Nine Hells sometimes comes back to comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless power cast on that creature or its remains are sprinkled with holy water.

\n
\n

A lemure that dies in the Nine Hells sometimes comes back to life.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

\n

The Lemure attacks with its Fist.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"hGGrGcyo6L62I2rM","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"CXPSEbsRqSkZnER8","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"eCpXCLFLV7W22orV","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+15 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Ancient Copper Dragon attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"lsey8RJZiuByt97z","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+15 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Copper Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"SvpSnbfGzHw6dW0p","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+15 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Copper Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"YkCurZ53A7ciRit3","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":19,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"gkVpkxWRXjzllWOH","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"8GXBUXkbu1e62ZDK","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"O2pIuhKov4RccvzH","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"TXjalusRqJTJKFCq","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

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\n

**Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"B8O16TZ5LWWKc4a4","name":"Slowing Breath","type":"feat","data":{"description":{"value":"
\n

**Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":22,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]}],"effects":[]} -{"_id":"u1UQfHutP5eEKkjM","name":"Young White 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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

The Young White Dragon attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"The dragon opens its wide mouth to bite its foe.","critical":null,"damage":{"parts":[["2d10 + @mod","piercing"],["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"d9xXEIYNNQjIMGF8","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young White Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"The dragon strikes with one of its claws.","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"78LbjdfWaZcAqVE7","name":"Cold Breath","type":"feat","data":{"description":{"value":"

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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The dragon makes three attacks: one with its bite and two with its claws.

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When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

\n

The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

\n
\n

When the balor dies, it explodes, and each creature within 30 feet of it must make a Dexterity saving throw. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

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At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.

\n

A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

\n
\n

At the start of each of the balor's turns, each creature within 5 feet of it takes fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes fire damage.

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The balor has advantage on saving throws against powers and other magical effects.

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The balor's weapon attacks are magical.

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The balor makes two attacks: one with its longsword and one with its whip.

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The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage.

\n

If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

\n
\n

The Balor attacks with its Longsword.

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Melee Weapon Attack:+14 to hit,, 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage.

\n

The target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

\n
\n

The Balor attacks with its Whip. The target must make a Strength saving throw.

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Token artwork by Forgotten Adventures.

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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\n

Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.

\n

The target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

\n
\n

The Giant Spider attacks with its Bite. The target must make a Constitution saving throw.

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\n

Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing.

\n

As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

\n
\n

The target is restrained by webbing. As an action, the restrained target can make a Strength check, bursting the webbing on a success.

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Melee Weapon Attack:+17 to hit,, 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

The Ancient Red Dragon attacks with its Bite.

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Melee Weapon Attack:+17 to hit,, 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

The Ancient Red Dragon attacks with its Claw.

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Melee Weapon Attack:+17 to hit,, 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

The Ancient Red Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 ([[/r 2d6+10]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

The White Dragon Wyrmling attacks with its Bite.

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The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a Constitution saving throw.

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The behir makes two attacks: one with its bite and one to constrict.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

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The Behir attacks with its Bite.

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Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage.

\n

The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

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The Behir attacks with its Constrict. The target is grappled if the Behir isn't already constricting a creature, and the target is restrained until this grapple ends.

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The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

\n

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

\n
\n

The Behir attacks with its Swallow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

The Ochre Jelly attacks with its Pseudopod.

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The jelly can move through a space as narrow as 1 inch wide without squeezing.

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The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 Hit Points. Each new jelly has Hit Points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

The jelly splits into two new jellies. New jellies are one size smaller than the original jelly.

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If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be pushed up to 10 feet away and knocked prone.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

The Minotaur Skeleton attacks with its Greataxe.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

The Minotaur Skeleton attacks with its Gore.

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The hag's innate powercasting ability is Charisma (power save DC 14, +6 to hit with power attacks). She can innately cast the following powers, requiring no material components:

\n

At will: detect magic, magic missile

\n

2/day each: plane shift (self only), ray of enfeeblement, sleep

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"9lPXTDWpyq7hq6WC","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

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You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":2,"max":2,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"rcgnaOciUJHj34Mi","name":"Ray of Enfeeblement","type":"power","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged power attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the power ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the power. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":2,"max":2,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-jade-2.jpg","effects":[]},{"_id":"PH7UXgDUQLHXIhsf","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":2,"max":2,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]},{"_id":"OMZ6qNK1bdpI8ryh","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The hag has advantage on saving throws against powers and other magical effects.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Night Hag attacks with its Claws.

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The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

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The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

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While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good power cast on the target prevents this contact, as does a magic circle.

As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration power or similar magic.

While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. As long as the contact persists, the target has dreadful visions.

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Ah the domestic goat, both the shepard’s best friend and mortal enemy. Hailing from roots similar to antelope and sheep, the goat has become a mainstay in the world of domesticated farm animals. Goats resemble something of a shorn sheep with thick, bristle-like fur and small hooves adorning their nimble feet. Atop the goat’s head rests a set of hard horns which, depending upon the species, can vary from short and knobby to long curled protrusions. The goats use their horns for both defense and contests of strength between fellow males (or billies) during spectacular ramming matches. The clattering of mountain goats’ horns can be heard clearly throughout the valley towns during the creature’s mating seasons.

\n

Of Evil and Garbage. Goats can be called nothing if not resourceful when it comes to what they choose to ingest. Goats will typically feed upon grass and weeds found in their favored open fields; however, several shepherds have noted their goats eating such objects as iron nails, bits of discarded clothing, and even the wheels of a wagon! The image of a goat has also been co opted by some of the more nefarious of our realm as a symbol of evil to represent various foul cults. Perhaps it is the goat’s sinister horizontal pupil that elicits fear in onlookers or their common use by some cultures as a ritualistic sacrifice that drives the cults to utilize their visage. No matter the cause, goats continue to be an integral though stubborn part of our everyday lives as their meat, milk, and utility in flocks makes them a hardy domesticated creature.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Mountain","cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 330","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":3800000,"flags":{},"img":"systems/sw5e/tokens/beast/Goat.png","token":{"flags":{},"name":"Goat","displayName":20,"img":"systems/sw5e/tokens/beast/Goat.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"y8sRU8Ks2lcrGsaf","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"fmILoB0arLdodNGB","name":"Charge","type":"feat","data":{"description":{"value":"
\n

If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

\n
\n

If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes a extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

\n

The Goat attacks with its Ram.

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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]},{"_id":"axhIBG9zM7Z9AHxL","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_04.jpg","effects":[]},{"_id":"pu8fxDuua6ObNqtg","name":"Snow Camouflage","type":"feat","data":{"description":{"value":"

The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

\n
\n

The Winter Wolf attacks with its Bite. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Recharge 5-6.

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The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes fire damage.

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Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Any metal melee weapon the salamander wields deals an extra fire damage on a hit (included in the attack).

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The salamander makes two attacks: one with its spear and one with its tail.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.

The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

The Salamander attacks with its Tail. The target is grappled. Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

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Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

\n

The Salamander attacks with its Spear.

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Wolves are the largest of the wild dog species roaming the plains and forests of our wonderful world.  Anywhere from light brown to a midnight black in coloration, wolves stand as the common ancestor to all natural dog species currently inhabiting the planet.  Wolves have a long, broad muzzle filled with sharp teeth, a thick coat to insulate them from difficult winters, and keen eyes and ears with which they may track a target.  The most amazing aspect of the wolf is its incredible nose which can smell prey from up to one and a half miles away.  This amazing nose (packed with hundreds of millions of scent receptors) can also determine the mood of other wolves, what they’ve eaten, and even where they’ve been..

\n

The Wolves Among Us. As is common with many other dog species, wolves live in communities called packs.  WIthin the pack, wolves hunt together, raise their young together, and provide group protection.  When encountering wolves, be wary should you only spy a single animal prowling the area.  It’s quite likely where there is a straggler wolf, the rest of the pack lurks nearby ready to defend their family from attack.  Wolves, which unable to speak, are able to “communicate” via barks and growls as well as follow simplistic tactics such as flanking maneuvers or surprise attacks.  The strength of the pack allows for the wolves to combine their intelligence and form a deadly fighting force of gnashing teeth.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

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If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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The Wolf attacks with its Bite. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage.

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If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

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The Giant Rat (Diseased) attacks with its Bite. If the target is a creature, it must make a Constitution saving throw.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

The Stone Golem attacks with its Slam.

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The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic.

On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a Wisdom saving throw against this magic. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet.

If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

The shield guardian is magically bound to an amulet.

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The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

The shield guardian regains 10 hit points at the start of its turn.

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A powercaster who wears the shield guardian's amulet can cause the guardian to store one power of 4th level or lower. To do so, the wearer must cast the power on the guardian. The power has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the powercaster, the guardian casts the stored power with any parameters set by the original caster, requiring no components. When the power is cast or a new power is stored, any previously stored power is lost.

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The guardian makes two fist attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

The Shield Guardian attacks with its Fist.

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When a creature makes an Attack against the wearer of the guardian's Amulet, the Guardian grants a +2 bonus to the wearer's AC if the Guardian is within 5 feet of the wearer.

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The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid.

Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The weretiger can use its action to polymorph, or return to its true form.

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The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

If the target is prone, the panther can make one bite attack against it as a bonus action.

If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw or be knocked prone.

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In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

The Weretiger attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

The Weretiger attacks with its Claw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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The Weretiger attacks with its Scimitar.

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Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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The Weretiger attacks with its Longbow.

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The Owlbear attacks with its Beak.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

The Owlbear attacks with its Claws.

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The Red Dragon Wyrmling attacks with its Bite.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+15 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

The Ancient Green Dragon attacks with its Bite.

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Melee Weapon Attack:+15 to hit,, 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

The Ancient Green Dragon attacks with its Claw.

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Melee Weapon Attack:+15 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Green Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.

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Melee Weapon Attack:+6 to hit,, 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.

The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The Vampire Spawn attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.

The Vampire Spawn attacks with its Claws. Instead of dealing damage, the vampire can grapple the target.

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The vampire makes two attacks, only one of which can be a bite attack.

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The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

The vampire regains 10 hit points at the start of its turn.

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The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The vampire has the following flaws:

\n

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

\n

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

\n

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

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Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

\n

Actions

\n

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

\n

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

\n

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While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

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The gargoyle makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Gargoyle attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

The Gargoyle attacks with its Claws.

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Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

\n

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On each of its turns, the spy can use a bonus action to take the dash, disengage, or hide action.

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The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

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The spy makes two melee attacks.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Spy attacks with their Shortsword.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Spy attacks with their Hand Crossbow.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

\n

The Bulette attacks with its Bite.

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The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

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If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures.

\n

Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

\n
\n

If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must make a Strength or Dexterity saving throw (target's choice) or be knocked prone.

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The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

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The drider's innate powercasting ability is Wisdom (power save DC 13). The drider can innately cast the following powers, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-sky-2.jpg","effects":[]},{"_id":"g4MjsuQ8f9zZR7MT","name":"Darkness","type":"power","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"ir6vLPUFmpLnVGSt","name":"Faerie Fire","type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

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The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The drider ignores movement restrictions caused by webbing.

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The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

\n

The Drider attacks with its Bite.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

\n

The Drider attacks with its Longsword.

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\n

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

\n

The Drider attacks with its Longbow.

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The merrow can breathe air and water.

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The merrow makes two attacks: one with its bite and one with its claws or harpoon.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

The Merrow attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

The Merrow attacks with its Claws.

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Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

The Merrow attacks with its Harpoon. If the target is a Huge or smaller creature, it must make a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

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\n

Experts in poisons: Check.  Beholden to ancient evils: Check.  Can see you in the dark: Check.  Now let me ask you this… why are you wanting to go stir up a nest of Drow?
- a subterranean guide.

\n
\n

Drow were once the very same elves of the woods and cities we are more commonly aware of; however, a schism within the belief structures of various elvish factions forced a sect of elvenkind to flee below the surface of the world and take refuge within the massive subterranean caverns they found there.  Within the caves their skin darkened to a deep pitch black and their hair faded to shades of white and silver.  These elves, thin and regal in posture, became known as simply the Drow.  As centuries passed beneath the world’s crust, the Drow adapted to their new surroundings in notable ways.

\n

You Think the Darkness is your Ally? The Drow’s elven eyes, once adapted to see for miles in the bright sunlight, grew pale without the nourishment of the light and transformed into orbs keen at seeing anything within the pitch darkness of the underground.  Drow have also learned to use the darkness to their advantage and may even creep to the surface world under the cover of night’s shadows to carry out raids upon villages nearby.  This adaptation has not come without cost, however, as the Drow’s skin and eyes can no longer stand the burning sun.  This forces the dark elves to utilize the night or sufficiently cover themselves to avoid the sun’s glare.  Drow do still retain some of their elvish arcane abilities as they may not be charmed or forced to sleep by powerwork.  Many Drow females (as Drows exist in a matriarchy) are also skilled sorcerers and priestesses who primarily choose to side with gods on the more sinister side of the pantheon.  Other clever Drow have worked out methods of distilling certain poisons from underground mushrooms and creatures who lurk upon the cavern walls.  These toxins are well known amongst connoisseurs of poisons for both their availability as well as their legendary potency.  It is not uncommon for all soldiers in a Drow army to be equipped with at least one vial of potent poison.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Neutral Evil","race":null,"type":"Humanoid (Elf)","environment":"Underdark","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 128","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["elvish","undercommon"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":1,"ability":"wis","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"lqq7AC8UiPDuwneP","sort":1100000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Drow","displayName":0,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"1vaBSMUfOy6JPJ14","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"Jwx7Sfs5m3RDWckF","name":"Fey Ancestry","type":"feat","data":{"description":{"value":"

The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]},{"_id":"A4OySWt5j3QXyAPW","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The drow's powercasting ability is Charisma (power save DC 11). It can innately cast the following powers, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"FLP9nohfMwptWbs5","name":"Darkness","type":"power","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"hU5UtPYTvdDWBNk1","name":"Faerie Fire","type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

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While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Drow attacks with its Shortsword.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

The Drow attacks with its Hand Crossbow. The target must make a Constitution saving throw.

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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":50,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]}],"effects":[]} +{"_id":"1zzRQps9jZdLZGqI","name":"Ice 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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

The Ice Devil attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","piercing"],["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"WAGF3evP6GTYDvM0","name":"Devil's Sight","type":"feat","data":{"description":{"value":"

Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"nCTze3rZpWcTeuYQ","name":"Wall of Ice","type":"feat","data":{"description":{"value":"
\n

The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.

\n

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

\n

The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

\n
\n

The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a Dexterity saving throw.

\n

The wall can be damaged and breached. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a Constitution saving throw.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

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The Ice Devil attacks with its Tail.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

\n

The Ice Devil attacks with its Claws.

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The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

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Spiders are one of the smallest, yet most feared, denizens of our planet. Spiders are arachnids with eight thin legs protruding from their dual-segmented body. Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity. While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes. Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators. Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption. While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels. Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

The target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

The Spider attacks with its Bite. The target must make a Constitution saving throw.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

The Xorn attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

The Xorn attacks with its Claw.

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The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

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The xorn makes three claw attacks and one bite attack.

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The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+16 to hit,, 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

The Ancient Bronze Dragon attacks with its Bite.

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Melee Weapon Attack:+16 to hit,, 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

The Ancient Bronze Dragon attacks with its Claw.

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Melee Weapon Attack:+16 to hit,, 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

The Ancient Bronze Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

The dragon uses one of the following breath weapons.

\n

**Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon breathes in!

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\n

**Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":120,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["16d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]},{"_id":"e2kQ63WuGtictHXG","name":"Repulsion Breath","type":"feat","data":{"description":{"value":"
\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]},{"_id":"YNplj2D0sAC6OT7z","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"LxYk4BFUh3Qo9b9U","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"KgtmSzFoi9FmWEvj","name":"Tail Attack","type":"weapon","data":{"description":{"value":"

The dragon makes a tail attack.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"lUgfHIerFG9DvYSB","name":"Wing Attack","type":"weapon","data":{"description":{"value":"

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 ([[/r 2d6+9]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":24,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"b7ej3RkphhDGh617","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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A highly developed sea creature, the octopus is a common fixture of the seas and coastlines. These octopods resemble nothing more than a wet piece of bulbous taffy with eight sprawling tentacles slithering out of its central body. Upon this gelatinous body lie two observant eyes and were one to look underneath the creature they would find a sharpened bird-like beak ready to steal a probing finger away. Octopi are solely waterborne animals due to their inability to breathe air, though with effort they may remain upon land for very short durations. Sailors find pleasure in attempting to take these intelligent beasts for pets, only to find that the octopus has escaped whatever confines it was stored in time and time again. As long as an opening is as wide as its hard chitinous beak, the moldable octopus’ body will follow into inconceivably tight spaces.

\n

Many breeds of octopus also bear special pigmentation cells which expand and contract to change their body’s color. This provides the octopus with an advantage when hunting for its prey of fish and crabs as they can blend in almost seamlessly with the ocean floor or a bed of coral. Rather than outright fight (unless left with no choice) the octopus has the unique defense of spraying a cloud of ink from the underside of its body to blind its foes and make a speedy escape. Do consider the octopus as a worthy familiar form should you find yourself at sea for an extended time!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 1 bludgeoning damage.

The target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

The Octopus attacks with its Tentacles. The target is grappled . Until this grapple ends, the octopus can't use its tentacles on another target.

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While out of water, the octopus can hold its breath for 30 minutes.

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The octopus has advantage on Dexterity (Stealth) checks made while underwater.

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The octopus can breathe only underwater.

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A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

A 5-foot-radius cloud of ink extends all around the octopus if it is underwater.

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Token artwork by Forgotten Adventures.

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The crocodile can hold its breath for 30 minutes.

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The crocodile makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

\n

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

\n
\n

The Giant Crocodile attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

\n
\n

The Giant Crocodile attacks with its Tail. If the target is a creature, it must make a Strength saving throw.

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The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful Strength check.

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Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Even when the cube is in plain sight, it takes a successful Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 10 (3d6) acid damage.

The Gelatinous Cube attacks with its Pseudopod.

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The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

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The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

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The erinyes's weapon attacks are magical and deal extra poison damage on a hit (included in the attacks).

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

The Erinyes attacks with its Longsword.

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The erinyes adds 4 to its AC against one melee Attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

The erinyes adds 4 to its AC against one melee Attack that would hit it.

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The erinyes has advantage on saving throws against powers and other magical effects.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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\n

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage.

\n

The target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration power or similar magic.

\n
\n

The Erinyes attacks with its Longbow. The target must make a Constitution saving throw.

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The erinyes makes three attacks.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

The Adult White Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult White Dragon attacks with its Claw.

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The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult White Dragon attacks with its Tail.

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The dragon makes a tail attack.

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\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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The giant makes two greatsword attacks.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

The Fire Giant attacks with its Greatsword.

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Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

The Fire Giant attacks with its Rock.

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Deer are animals not uncommon to a variety of environments be it the frozen tundra or pleasant meadows of the countryside. These hardy ruminant beasts ranging from four and a half to nearly seven feet in height and subsist primarily upon the leaves of the forest floor and plants of the plains. Deer present with noticeable sexual dimorphism; the males or “bucks” brandish large multi-pronged racks of antlers upon their heads which they shed and regrow annually. Female deer, or “does”, lack the antlers of their male counterparts but are no less hardy when it comes to defending their herds.

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Oh Deer, oh Deer. Deer are commonly docile creatures who will often flee at the first sight of any humanoid wandering into their domain. However, should you be unfortunate enough to encounter a buck during their mating season, you should consider taking a different path. Male deer’s antlers can easily pierce weaker armor and flesh, tearing through a body as easily as a spear. Should you walk too close to a doe’s precious children (or fawns) you will most assuredly experience the taste of the mother’s hardened hooves upon you packing an uncanny amount of force for such nimble frames. Deer, when an adventurer’s survival is considered, are best hunted from a distance to avoid these vicious melee defenses. The deer’s meat, called “venison”, is mildly gamey though tasty and filling all the same, and the beasts’ hides can be used for warmth or shelter in times of great need.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) piercing damage.

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The Deer attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

The Plesiosaurus attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

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The Giant Vulture attacks with its Beak.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

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The Giant Vulture attacks with its Talons.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

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The target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Giant Wasp attacks with its Sting. The target must make a Constitution saving throw.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Spiders attacks with a flurry of Bites.

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The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

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The swarm ignores movement restrictions caused by webbing.

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No, no you wouldn’t really expect ‘em to be so scary, but they are!  They’re bigger than your average whitetail buck n’ twice as nasty should they get in close with them big antlers.  Oh, and the sound they make!  Like the wailing of a banshee, ringing through the entire damned forest in the dead of night.  Don’t you laugh at me!  Don’t you laugh...  You wait for when you hear it on a cold winter’s night and it’ll be you sittin’ in your own piss wishin’ you’d listened to me.
A traveling hunter near Blisterrock Stead.

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\n

Standing five feet tall and weighing upwards of 700 pounds, elk are the largest species of deer found within the natural world.  To the untrained eye, elk simply look much like a gigantic deer as males retain the characteristic pronged antlers (females bearing none) as their smaller cousins.  There are, however, a few differences between the two creatures.  The most notable difference is in vocalization as elk favor a series of bugles or shrieks which echo loudly throughout the forest.  These bugling vocalizations signal the arrival of mating season (called a rut) in which dominant males will battle between themselves with sharpened antlers for a female’s favor.  Should you hear the keening cry of the elk in a silent forest, may I advise you that you should best turn back lest you are ready for a pheromone addled fight to the end.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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The Elk attacks with its Ram.

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Melee Weapon Attack:+5 to hit,, 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

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The Elk attacks with its Hooves.

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The lizardfolk can hold its breath for 15 minutes.

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The lizardfolk makes two melee attacks, each one with a different weapon.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

The Lizardfolk attacks with its Heavy Club.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Javelin.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Spiked Shield.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":700000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]}],"effects":[]} 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If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

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The djinni's innate powercasting ability is Charisma (power save DC 17, +9 to hit with power attacks). It can innately cast the following powers, requiring no material components:

\n

At will: detect evil and good, detect magic, thunderwave

\n

3/day each: create food and water (can create wine instead of water), tongues, wind walk

\n

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"Q7JcaZkLaYQq4CE5","name":"Multiattack","type":"feat","data":{"description":{"value":"

The djinni makes three scimitar attacks.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

The Djinni attacks with its Scimitar.

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\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a power).

\n

Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

\n

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

\n
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. Any creature but the djinni that enters the whirlwind must make a Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"12F9jsk5bwHWwzTc","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"MgOLRmnzt639f7mi","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"fupKtHSjemPpA4Yg","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"9MLQ3Ng0HcZnAD2D","name":"Create Food and Water","type":"power","data":{"description":{"value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

\n

(Can create wine instead of water)

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-1.jpg","effects":[]},{"_id":"e0UvEpYvUAB6QKZT","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"isSWgaXQIGNdwFmk","name":"Wind Walk","type":"power","data":{"description":{"value":"

You and up to ten willing creatures you can see within range assume a g⁠aseous form for the Duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance⁠ to damage from nonmagical weapons⁠. The only Actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is Incapacitated and can’t move. Until the power ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

\n

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":11,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"Fire and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-2.jpg","effects":[]},{"_id":"gr4aC1723KRzCJ5z","name":"Conjure Air Elemental","type":"power","data":{"description":{"value":"

You call forth an air elemental servant. Choose an area of air that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the power ends.

\n

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]},{"_id":"XQbIw2p5jc8Tt5if","name":"Creation","type":"power","data":{"description":{"value":"

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this power to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

\n

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

\n
    \n
  • Vegetable matter - 1 day
  • \n
  • Stone or crystal - 12 hours
  • \n
  • Precious metals - 1 hour
  • \n
  • Gems - 10 minutes
  • \n
  • Adamantine or mithral - 1 minute
  • \n
\n

Using any material created by this power as another power’s material component causes that power to fail.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A tiny piece of matter of the same type of the item you plan to create.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-eerie-3.jpg","effects":[]},{"_id":"3B2oEhVu60epBmkY","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]},{"_id":"NFJn1gbhWtQ3o43T","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

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You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

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The nightmare can grant resistance to fire damage to anyone riding it.

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The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

The Nightmare attacks with its Hooves.

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The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

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The Half-Red Dragon Veteran attacks with its Longsword.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The Half-Red Dragon Veteran attacks with its Shortsword.

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Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

The Half-Red Dragon Veteran attacks with its Heavy Crossbow.

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The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

The veteran exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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Centaurs are primarily found on plains and in forests, roaming in herds and hunting in large groups. Equine creatures with the upper-bodies of men and women extending from the neck, they are known for their strength and praised as bold hunters.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

\n

The Centaur attacks with its Pike.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

\n

The Centaur attacks with its Hooves.

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Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

\n

The Centaur attacks with its Longbow.

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The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

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If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

\n

If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes extra piercing damage.

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\n

\"... I still have the damnable sting blisters from their catapults. WASPS! WHAT CREATURE PUTS WASPS IN BAGS AND THROWS THEM AT YOU?! Next Kobold I see I'm turning to paste…\"
- Guard Captain Nathaniel Greenbow, interviewed for this bestiary.

\n
\n

Kobolds are conniving, cowardly humanoids of a reptilian appearance who infest the dungeons, catacombs, and caverns of our world. Appearing as tiny dragonoids with scaled flesh and crocodile-like snouts, Kobolds are perhaps more clever than their outward appearance would lead one to believe. Within their tiny heads (as the creatures stand no more than two and a half feet tall) lies a brain churning with myriad ideas, though many include idiotically dangerous schemes. It is not uncommon for many Kobolds to perish before their first complete decade of life.

\n

Mob Mentality. Kobolds, much like rodents, breed at an astonishingly quick rate as compared to other humanoid species. Egg-layers like their draconic kin, Kobolds mature rapidly upon emerging from their shells, and assume their place within the ranks of their chittering society. Even upon reaching maturity, however, the Kobold is still a weak creature causing the colonies to stick together when exploring or hunting. Though Kobolds may defeat larger foes with sheer numbers, it is often at the cost of massive casualties on the Kobold's side. This, of course, hardly deters the resentful Kobolds, who have more eggs incubating away with the next infantry reinforcements just moments away from joining the fold.

\n

Launch the Centipult. Stupid yet clever, Kobolds truly excel at two things: burrow-making and creating traps for unwary adventurers. Traps, of course, are the Kobold's speciality and they take relish in littering their lairs with copious defenses hewn from the natural resources of their home. Perhaps crushing logs were torn from the rafter struts of an abandoned temple, or carnivorous insects were placed into dropping ceramic pots to smash down upon foolish intruders. Never underestimate the ability of a Kobold to find some unsuspected way to impede your progress.

\n

Trade Offs. Though strong in numbers, Kobolds may be defeated in several ways. Firstly, the creatures are born and mature within near total darkness, thus the sun weakens them and blinds their sensitive eyes. Kobolds are also nigh defenseless without the aid of their allies at their backs; often a lone Kobold with attempt to scurry away should they be caught out without their pack. Greedy and determined when it comes to self-preservation, Kobolds may be easily manipulated with smooth talk or a shiny trinket to line their pockets. Draconic in nature as well, the scuttling dragonoids can be used as crude translators of the dragon's tongue should you require such services on your journey.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

The Kobold attacks with its Dagger.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

The Kobold attacks with its Sling.

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This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"3vDo83oAycRGB85G","name":"Amphibious","type":"feat","data":{"description":{"value":"

The giant can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]},{"_id":"iwN0z7f5LF9AAbRJ","name":"Greatsword","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

The Storm Giant attacks with its Greatsword.

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The giant's innate powercasting ability is Charisma (power save DC 17). It can innately cast the following powers, requiring no material components:

\n

At will: detect magic, feather fall, levitate, light

\n

3/day each: control weather, water breathing

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"k0g8uqoYdJ4LVxcn","name":"Lightning Strike","type":"weapon","data":{"description":{"value":"

The giant hurls a magical lightning bolt at a point it can see within 500 feet of it.

Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

The Storm Giant attacks with its Lightning Strike. Each creature within 10 feet of that point must make a Dexterity saving throw.

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The giant makes two greatsword attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"bRdk2uZ6iTuNGUIL","name":"Rock","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

The Storm Giant attacks with its Rock.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"ZfZdDUx9GGlzMcca","name":"Feather Fall","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

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One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

\n

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power’s range.

\n

When the power ends, the target floats gently to the ground if it is still aloft.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"GVaSh0u1KG9HicPi","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

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You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"3s14wZ9s9GSJTx5A","name":"Water Breathing","type":"power","data":{"description":{"value":"

This power grants up to ten willing creatures you can see within range the ability to breathe underwater until the power ends. Affected creatures also retain their normal mode of respiration.

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The vrock has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"oWzM562ozNrlfOZe","name":"Multiattack","type":"feat","data":{"description":{"value":"

The vrock makes two attacks: one with its beak and one with its talons.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"JwAFMjU7vHDDL2Ib","name":"Beak","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

The Vrock attacks with its Beak.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-beak-curved.jpg","effects":[]},{"_id":"H5JJE8uS39dTI3Vg","name":"Talons","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

The Vrock attacks with its Talons.

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A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned.

While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must make a Constitution saving throw. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .

The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.

Once per turn, the hobgoblin can deal extra damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

\n
\n

The Hobgoblin attacks with its Longsword.

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Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

\n
\n

The Hobgoblin attacks with its Longbow.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination power that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

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The sphinx's weapon attacks are magical.

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\n

The sphinx is a 9th-level powercaster. Its powercasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). It requires no material components to cast its powers. The sphinx has the following wizard powers prepared:

\n

Cantrips (at will): mage hand, minor illusion, prestidigitation

\n

1st level (4 slots): detect magic, identify, shield

\n

2nd level (3 slots): darkness, locate object, suggestion

\n

3rd level (3 slots): dispel magic, remove curse, tongues

\n

4th level (3 slots): banishment, greater invisibility

\n

5th level (1 slot): legend lore

\n
\n

The sphinx is a powercaster. Its powercasting ability is Intelligence.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"3mnHzY4O03BjJYK1","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"uSiQ65XILUskr1Fj","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"o5KnOajNM8oca5pN","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"jvEm2qmv2PJmMVio","name":"Identify","type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

If you instead touch a creature throughout the casting, you learn what powers, if any, are currently affecting it.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-1.jpg","effects":[]},{"_id":"C195qI7OojNOj6Fg","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"xfEv0Oidkm3dKPYZ","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"fn9K2Zb9oyQ4hUTs","name":"Darkness","type":"power","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"9pLXAJLO8O2GoCS4","name":"Locate Object","type":"power","data":{"description":{"value":"

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The power can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the power can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This power can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-royal-2.jpg","effects":[]},{"_id":"UjKxIYZ4PGE8mnO5","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"7RGdoJbdm2VuIuvr","name":"Remove Curse","type":"power","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the power breaks its owner’s Attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-2.jpg","effects":[]},{"_id":"ITof9CXG5aIZLusi","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"BcpzUwZlhFUAIh3y","name":"Banishment","type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":16,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]},{"_id":"NQ5YzLbwbTEe8vSV","name":"Greater Invisibility","type":"power","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the power ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-3.jpg","effects":[]},{"_id":"xQt35rqbyC5YDKSn","name":"Legend Lore","type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. The power brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the power might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":true,"cost":450,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-2.jpg","effects":[]},{"_id":"hVUH6pBt7hYD84ez","name":"Multiattack","type":"feat","data":{"description":{"value":"

The sphinx makes two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"gVFZXBtgx450yiH7","name":"Claw","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

\n

The Gynosphinx attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+@mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"rH7NbL1u2RarHKKb","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The sphinx can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.

\n
\n

The sphinx can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"MlIAHfLIUfQZK5vT","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"Sw2aAeas52cJ4uHZ","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"7ttJw5cEHPyb5ETl","name":"Claw Attack","type":"feat","data":{"description":{"value":"

The sphinx makes one claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"udtRN8dgOiBhUuZh","name":"Teleport","type":"feat","data":{"description":{"value":"

The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"V0O6My4SjXUmirH6","name":"Cast a Power","type":"feat","data":{"description":{"value":"

The sphinx casts a power from its list of prepared powers, using a power slot as normal.

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The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

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Melee Weapon Attack:+7 to hit,, 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

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The Wyvern attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

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The Wyvern attacks with its Claws.

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Melee Weapon Attack:+7 to hit,, 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

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The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Wyvern attacks with its Stinger. The target must make a Constitution saving throw.

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Lurking within abandoned mines and moist caverns rests the humanoid-sized mushroom dubbed the Violet Fungus.  Named for its vibrant purple cap, the violet fungus loses all semblance to an average mushroom there.  Standing tall upon a thick white trunk, the violet fungus creeps across cavern floors at a laborious pace utilizing tiny cillia-like tendrils at its base.  Keeping this snail’s pace, the violet fungus roams the depths for its preferred sustenance: rotting flesh.  Should a living morsel wander precariously close to the fungus, the violet fungus will lash out with one of four long feeler tentacles rooted deep inside its purple cap.  These feelers contain special enzymes which, upon contact with living flesh, rots the organic material instantly.  Should a creature fall victim to the fungus, it will be consumed along with the other detritus littering the cavern floor.  Violet fungi themselves have a special relationship with the death they consume.  A violet fungus that is destroyed will regrow within two weeks from the remains of its former body should the remains not be fully burned.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+2 to hit,, 10 ft., one creature. Hit: 4 (1d8) necrotic damage.

The Violet Fungus attacks with its Rotting Touch.

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The fungus makes 1d4 Rotting Touch attacks.

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While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

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Token artwork by Forgotten Adventures.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

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The Werewolf attacks with its Spear.

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Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Adult Brass Dragon attacks with its Bite.

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\n

**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Brass Dragon attacks with its Claw.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Brass Dragon attacks with its Tail.

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\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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\n
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n
\n

The dragon beats its wings!

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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\n

**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The dragon can breathe air and water.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

The Young Green Dragon attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Green Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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If it dies, the naga returns to life in 1d6 days and regains all its hit points.

Only a wish power can prevent this trait from functioning.

If it dies, the naga returns to life in 1d6 days and regains all its hit points.

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\n

The naga is an 11th-level powercaster. Its powercasting ability is Wisdom (power save DC 16, +8 to hit with power attacks), and it needs only verbal components to cast its powers. It has the following cleric powers prepared:

\n

Cantrips (at will): mending, sacred flame, thaumaturgy

\n

1st level (4 slots): command, cure wounds, shield of faith

\n

2nd level (3 slots): calm emotions, hold person

\n

3rd level (3 slots): bestow curse, clairvoyance

\n

4th level (3 slots): banishment, freedom of movement

\n

5th level (2 slots): flame strike, geas

\n

6th level (1 slot): true seeing

\n
\n

The naga is an powercaster. Its powercasting ability is Wisdom.

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This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This power can physically repair a magic item or construct, but the power can’t restore magic to such an object.

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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"1WiX6ITVYkmRLv3P","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"wnWw7tNerCDiHqmN","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"wpPIZMOm0J6kD8sq","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"IPnZEYclIAEPlgqb","name":"Shield of Faith","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"zHxWO8E66kjiqo5O","name":"Calm Emotions","type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":16,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"o7lz3skpEHpeeDzg","name":"Hold Person","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]},{"_id":"RouhnStYISEcKfGa","name":"Bestow Curse","type":"power","data":{"description":{"value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

\n

At Higher Levels. If you cast this power using a power slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a power slot of 5th level or higher, the duration is 8 hours. If you use a power slot of 7th level or higher, the duration is 24 hours. If you use a 9th level power slot, the power lasts until it is dipowered. Using a power slot of 5th level or higher grants a duration that doesn't require concentration.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-fire-2.jpg","effects":[]},{"_id":"duSrWmDg9v2aX7Hl","name":"Clairvoyance","type":"power","data":{"description":{"value":"

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

\n

When you cast the power, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

\n

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]},{"_id":"fu22aAThlCPKAZds","name":"Banishment","type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":16,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]},{"_id":"d9T6lky4fWodU1fI","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Powers and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

\n

The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-spirit-2.jpg","effects":[]},{"_id":"fyC4eX5J7LMOyG4S","name":"Flame Strike","type":"power","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-3.jpg","effects":[]},{"_id":"Dn3JFhBW60yaZXgV","name":"Geas","type":"power","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the power.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the power ends.

\n

You can end the power early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish power also ends it.

\n

At Higher Levels. When you cast this power using a power slot of 7th or 8th level, the Duration is 1 year. When you cast this power using a power slot of 9th level, the power lasts until it is ended by one of the Powers mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-air-3.jpg","effects":[]},{"_id":"cDBI3UvPxyqQDgT1","name":"True Seeing","type":"power","data":{"description":{"value":"

This power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"hQFQz2LiNGpxcRvw","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+8 to hit,, 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.

The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

The Guardian Naga attacks with its Bite. The target must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"10d8","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"PtPZ5aBQPEfbbvla","name":"Spit Poison","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit:

The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

The Guardian Naga attacks with its Spit Poison. The target must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_25.jpg","effects":[]}],"effects":[]} +{"_id":"8KSVpQZyzius93ko","name":"Will-o'-Wisp","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0,"dc":5},"dex":{"value":28,"proficient":0,"min":3,"mod":9,"save":9,"prof":0,"saveBonus":0,"checkBonus":0,"dc":19},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":19,"min":19},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"9d4"},"init":{"value":0,"bonus":0,"mod":9,"total":9,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":null,"units":"ft","hover":false},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":7.5,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Token artwork by Forgotten Adventures.

","public":""},"alignment":"Chaotic Evil","race":null,"type":"Undead","environment":"Forest","cr":2,"powerLevel":0,"xp":{"value":450},"source":"MM pg. 301","class":{}},"traits":{"size":"tiny","di":{"value":["lightning","poison"],"custom":""},"dr":{"value":["acid","cold","fire","necrotic","thunder"],"custom":"Nonmagical Attacks"},"dv":{"value":[],"custom":""},"ci":{"value":["grappled","paralyzed","poisoned","prone","restrained","unconscious","exhaustion"],"custom":""},"languages":{"value":[],"custom":"Languages it knew in life"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":9,"bonus":0,"passive":19,"prof":0,"total":9},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"med":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","mod":9,"bonus":0,"passive":19,"prof":0,"total":9},"ste":{"value":0,"ability":"dex","mod":9,"bonus":0,"passive":19,"prof":0,"total":9},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":null},"legres":{"value":0,"max":null},"lair":{"value":false,"initiative":0}}},"folder":"Q7qeMxX30iDI2Wbs","sort":1100000,"flags":{},"img":"systems/sw5e/tokens/undead/WilloWisp.png","token":{"flags":{},"name":"Will-o'-Wisp","displayName":20,"img":"systems/sw5e/tokens/undead/WilloWisp.png","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"8KSVpQZyzius93ko","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"RAnyTfj3CGaiGK3W","name":"Consume Life","type":"feat","data":{"description":{"value":"

As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive.

The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

The will-o'-wisp can target one creature it can see within 5 ft. The target must succeed on a Constitution saving throw.

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The will-o'-wisp can't wear or carry anything.

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The will-o'-wisp can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The will-o'-wisp can move through other creatures and objects as if they were difficult terrain.

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The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

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Melee Power Attack:+4 to hit,, 5 ft., one creature. Hit: 9 (2d8) lightning damage.

The Will-o'-Wisp attacks with its Shock.

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The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a power).

The will-o'-wisp and its light magically become invisible.

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Token artwork by Forgotten Adventures.

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When the magmin dies, it explodes in a burst of fire and magma.

Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a Dexterity saving throw. Flammable objects that aren't being worn or carried in that area are ignited.

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As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d6) fire damage.

The Magmin attacks with its Touch. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

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Token artwork by Forgotten Adventures.

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The ape makes two fist attacks.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

\n

The Giant Ape attacks with its Fist.

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Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

\n

The Giant Ape attacks with its Rock.

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I once saw a crab so big it had claws what could cut a grown Goliath’s hand clean off and wore a soldier’s helmet as a shell! I swear it’s true!
- Unknown Disorderly Patron at the Brass Buck Tavern.

\n
\n

What more could be said about the humble crab than is not already common knowledge to those who live near or frequent the coasts of the continent. Crabs are uniquely robust little creatures often no larger than the palm of an adult human’s hand, with eight segmented legs protruding from either side of its scallop-shaped carapace. This hardened chitin carapace is topped with two black eye stalks (not unlike those of a snail) through which the beast views our coastlines and oceans. It has been observed that some species of crab lack an armored shell and prefer to squat in the discarded shells of conchs. This gives the crab a rather clever and sturdy mobile home. Adorning the crabs ninth and tenth appendages near its tiny mouth are two massive claws, resembling those of a scorpion, with dull serrations marking the inner edge of each. The crab primarily utilizes these claws in its search for food, cracking open the shells of other tiny aquatic beasts or snipping off tiny pieces of undersea plant life to dine on.

\n

While perhaps not the most dangerous companion a summoner could wish for, the crab’s ability to breath both in the water and upon land makes the crustacean an ally brimming with utility. I advise caution, however, when first looking through your crab familiar’s eyes, as the sideways scuttling by which the crab moves has proven to cause vomiting in some weak stomached summoners.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+0 to hit,, 5 ft., one target. Hit: 1 bludgeoning damage.

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The Crab attacks with its Claw.

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The crab can breathe air and water.

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The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes fire damage and catches fire; until someone takes an action to douse the fire, the creature takes fire damage at the start of each of its turns.

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The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

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For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

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The elemental makes two touch attacks.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) fire damage.

If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

The Fire Elemental attacks with its Touch. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage at the start of each of its turns.

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Weasels dwell in a variety of locations from snowy tundra, to pine forests, to the open flowery plains of our planet. Weasels are tiny, long bodied mammals reaching approximately eight inches in length and bearing coat colorations ranging from chestnut brown to pale white. The weasel’s long body allows it to easily wedge itself into a rodent’s burrow and pull the critter out for a tasty meal. Weasels make quite effective pest controllers in their territories as they eat multitudes of rodents annually. These little cleaners are, however, often considered to be pests in their own right; farmers across the countryside report that their poultry is killed or stolen away by sneaky weasels making their way into their chicken coops. While not the most deadly mammal in the world, the weasel does pack a nasty, sharp-toothed bite. Keep your curious fingers out of any small rodent burrows you find, lest you end up provoking a weasel during his well-earned meal.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

The Giant Weasel attacks with its Bite.

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Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

\n

The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

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\n

The Crocodile attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

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The crocodile can hold its breath for 15 minutes.

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\n

Author’s Note:  Please see below the entry for “Rat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such an impact upon humanoid life as does the rat.  Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to.  These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves.  Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door.  Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures.  Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals.  A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself.  Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur.  Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth.  Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The swarm has advantage on Wisdom (Perception) checks that rely on smell.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+2 to hit,, 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Rats attacks with a flurry of Bites.

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The ground in a 10-foot radius around the mouther is doughlike difficult terrain.

Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

The ground in a 10-foot radius around the mouther is doughlike difficult terrain. make a Strength saving throw.

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The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn.

On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

The mouther babbles incoherently while it can see any creature. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a Wisdom saving throw.

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The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

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Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 17 (5d6) piercing damage.

If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

The Gibbering Mouther attacks with its Bites. If the target is Medium or smaller, it must make a Strength saving throw or be knocked prone.

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The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact.

Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must make a Dexterity saving throw.

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This two handed bow is somewhat smaller than the traditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The satyr has advantage on saving throws against powers and other magical effects.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

The Satyr attacks with its Ram.

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Magical darkness doesn't impede the devil's Darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

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The devil can't be frightened while it can see an allied creature within 30 feet of it.

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\n

Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

\n

The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The Bearded Devil attacks with its Beard. The target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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\n

Melee Weapon Attack:+5 to hit,, 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

\n

If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound.

\n

Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

\n
\n

The Bearded Devil attacks with its Glaive. If the target is a creature other than an undead or a construct, it must make a Constitution saving throw. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check.

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The devil makes two attacks: one with its beard and one with its glaive.

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The Blood Hawk is a variety of the common hawk species (detailed previously in this tome) which takes its name from the blood red color of its plumage as well as the bird’s overly aggressive nature towards any other living creature. Blood hawks are fearsome little raptors, swooping down from the skies above like a crimson bolt to harry their quarry with vicious talons and a honed, dagger-sharp beak.

\n

Fearless Flyers. Though almost unrecognizable in a grouping of fellow hawk species, the blood hawk eschews the solitary ways of its feathered brethren. Seemingly empty of aggression towards others of their kind, blood hawks swarm in large flocks who hunt with precision unison. Razor sharp talons easily slice through cloth and flesh to leave deep, weeping gashing in their prey. The blood hawks need only wait and watch with their keen little eyes after their initial barrage as the target will slowly bleed out into the dirt, the birds’ talons having severed crucial arteries. It should always be a priority to the adventurer to check the plumage of a bird before straying too close. Take it from this traveler, red means you’re dead!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Mountain","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 319","class":{}},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"NBkyFFhtTwdmFhsp","sort":1500000,"flags":{},"img":"systems/sw5e/tokens/beast/BloodHawk.png","token":{"flags":{},"name":"Blood Hawk","displayName":20,"img":"systems/sw5e/tokens/beast/BloodHawk.png","tint":null,"width":1,"height":1,"scale":2,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"AJiJW7K957aJJCN6","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"TePImx0XTnaVC3HB","name":"Keen Sight","type":"feat","data":{"description":{"value":"

The hawk has advantage on Wisdom (Perception) checks that rely on sight.

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The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

\n

The Blood Hawk attacks with its Beak.

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\n

\"...I once saw a crab so big it had claws what could cut a grown Goliath's hand clean off and wore a soldier's helmet as a shell! I swear it's true!!!\"

\n

- Unknown Disorderly Patron at the Brass Buck Tavern.

\n
\n
\n

What more could be said about the humble crab than is not already common knowledge to those who live near or frequent the coasts of the continent. Crabs are uniquely robust little creatures often no larger than the palm of an adult human's hand, with eight segmented legs protruding from either side of its scallop-shaped carapace. This hardened chitin carapace is topped with two black eye stalks (not unlike those of a snail) through which the beast views our coastlines and oceans. It has been observed that some species of crab lack an armored shell and prefer to squat in the discarded shells of conchs. This gives the crab a rather clever and sturdy mobile home. Adorning the crabs ninth and tenth appendages near its tiny mouth are two massive claws, resembling those of a scorpion, with dull serrations marking the inner edge of each. The crab primarily utilizes these claws in its search for food, cracking open the shells of other tiny aquatic beasts or snipping off tiny pieces of undersea plant life to dine on.

\n
\n

While perhaps not the most dangerous companion a summoner could wish for, the crab's ability to breath both in the water and upon land makes the crustacean an ally brimming with utility. I advise caution, however, when first looking through your crab familiar's eyes, as the sideways scuttling by which the crab moves has proven to cause vomiting in some weak stomached summoners.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Coastal","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 324","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"arc":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"his":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"med":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"prc":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"rel":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":1200000,"flags":{},"img":"systems/sw5e/tokens/beast/GiantCrab.png","token":{"flags":{},"name":"Giant Crab","displayName":20,"img":"systems/sw5e/tokens/beast/GiantCrab.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":30,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"AOJvmk1IchxNxQzP","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"NsbkrfEUPw2pbRZ3","name":"Amphibious","type":"feat","data":{"description":{"value":"

The crab can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]},{"_id":"7qDtYuaBNQ3zOnBC","name":"Claw","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

\n

The target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

\n
\n

The Giant Crab attacks with its Claw. The target is grappled.

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Panthers are large stealthy jungle cats who tread silently and ambush their quarry from the cover of the shrouded jungle foliage.  Coming in coat varieties of tawny and yellow splotches to pure, midnight black, panthers are characterised by their sleek, short haired bodies and large canine teeth utilized for piercing and tearing.  These cats come armed with a full set of retractable claws at the end of muscular paws the size of dinner plates.  Panthers are among the deadliest predators lurking within the jungle.  Though stealthy, panthers may be easily scared away by persistent humanoids if the beast is not defending a fresh kill as the creature knows when to fight and when to flee should the odds not be in the panther’s favor.  Panthers are swift climbers as well and have the ability to haul a fully grown antelope corpse up and into a tree to be consumed in privacy.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The panther has advantage on Wisdom (Perception) checks that rely on smell.

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If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.

If the target is prone, the panther can make one bite attack against it as a bonus action.

If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Panther attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

The Panther attacks with its Claw.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

\n

The Bone Devil attacks with its Claw.

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\n

Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage.

\n

The target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .

\n
\n

The Bone Devil attacks with its Sting. the target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .

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Magical darkness doesn't impede the devil's Darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

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The devil makes three attacks: two with its claws and one with its sting.

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The giant has advantage on Wisdom (Perception) checks that rely on smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attributes":{"powerdc":10},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]},{"_id":"WFfPQjdkfYdIIiZT","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The giant's innate powercasting ability is Charisma. It can innately cast the following powers, requiring no material components:

\n

At will: detect magic, fog cloud, light

\n

3/day each: feather fall, fly, misty step, telekinesis

\n

1/day each: control weather, gaseous form

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attributes":{"powerdc":10},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"pH1i4SwsZRV3rq3v","name":"Multiattack","type":"feat","data":{"description":{"value":"

The giant makes two morningstar attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attributes":{"powerdc":10},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"Jr0CfxY8xuFT6hoa","name":"Morningstar","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+12 to hit,, 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

\n

The Cloud Giant attacks with its Morningstar.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":40,"price":15,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"rch":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]},{"_id":"NXgSHbDNtVbxsItU","name":"Rock","type":"weapon","data":{"description":{"value":"
\n

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

\n

The Cloud Giant attacks with its Rock.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"improv","properties":{"amm":true,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/powers/rock-plain-1.jpg","effects":[]},{"_id":"7dvB1MOEWrB2Bacn","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"8x62AVYsSsFIrNQ3","name":"Fog Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""},"attributes":{"powerdc":10},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-2.jpg","effects":[]},{"_id":"p2duxAMMEiya3xeC","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"YzSmgcm1iB2jiMme","name":"Feather Fall","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small feather or piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10},"attunement":0},"sort":350000,"flags":{},"img":"systems/sw5e/icons/powers/wind-magenta-2.jpg","effects":[]},{"_id":"5CeklSDOtVRcw7Ow","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attributes":{"powerdc":10},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"2Pd4m73pPHpWJqcI","name":"Misty Step","type":"power","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-1.jpg","effects":[]},{"_id":"NlAfFuuUM2T49wCd","name":"Telekinesis","type":"power","data":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the power, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. Make an ability check with your powercasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power.

\n

If the object is worn or carried by a creature, you must make an ability check with your Powercasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power.

\n

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-3.jpg","effects":[]},{"_id":"aM9XWV9WEslCotvD","name":"Control Weather","type":"power","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attributes":{"powerdc":10},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"Wx6FHxcSSoJZJlIV","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to non-magical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

The Copper Dragon Wyrmling attacks with its Bite.

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\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

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\n

**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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\n

**Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw.

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Archmages are powerful (and usually quite old) powercasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

\n

An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.

\n

The Archmage casts mage armor, stoneskin and mind blank on itself before combat.

\n
","public":""},"alignment":"","race":null,"type":"Humanoid","environment":null,"cr":12,"powerLevel":18,"xp":{"value":8400},"source":"MM pg. 342","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"damage from powers;non-magical bludgeoning, piercing, and slashing (from stoneskin)"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"(Any 6 Languages)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"arc":{"value":2,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"his":{"value":2,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"rel":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":4,"override":null,"max":4},"power2":{"value":3,"override":null,"max":3},"power3":{"value":3,"override":null,"max":3},"power4":{"value":3,"override":null,"max":3},"power5":{"value":3,"override":null,"max":3},"power6":{"value":1,"override":null,"max":1},"power7":{"value":1,"override":null,"max":1},"power8":{"value":1,"override":null,"max":1},"power9":{"value":1,"override":null,"max":1},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"6DauPtHPdkuwtDcK","sort":2600000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Archmage","displayName":0,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"B7lBOr1AahNZs4a6","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"gSrKQbka5aLxlcJz","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The archmage is an 18th-level powercaster. Its powercasting ability is Intelligence (power save DC 17, +9 to hit with power attacks). The archmage can cast disguise self and invisibility at will and has the following wizard powers prepared:

\n

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

\n

1st level (4 slots): detect magic, identify, mage armor*, magic missile

\n

2nd level (3 slots): detect thoughts, mirror image, misty step

\n

3rd level (3 slots): counterpower,fly, lightning bolt

\n

4th level (3 slots): banishment, fire shield, stoneskin*

\n

5th level (3 slots): cone of cold, scrying, wall of force

\n

6th level (1 slot): globe of invulnerability

\n

7th level (1 slot): teleport

\n

8th level (1 slot): mind blank*

\n

9th level (1 slot): time stop*

\n

*-The archmage casts these powers on itself before combat.

\n
\n

The archmage is an powercaster. Its powercasting ability is Intelligence.

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The archmage has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"HTzRxMBniAbeKQA7","name":"Fire Bolt","type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]},{"_id":"nXCPUmc30JcTIawZ","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"g80EdYzWB7lToiWJ","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"tJI3qIZnHkzxxY3g","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"KDOdp9EN4ibQJxSs","name":"Shocking Grasp","type":"power","data":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee power attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-1.jpg","effects":[]},{"_id":"VOR462tHlkC4LLRI","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"a7BHSOHkqsz5Tdx8","name":"Identify","type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

If you instead touch a creature throughout the casting, you learn what powers, if any, are currently affecting it.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pearl worth at least 100gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-1.jpg","effects":[]},{"_id":"oUzi30RNMpsJikkQ","name":"Mage Armor","type":"power","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-1.jpg","effects":[]},{"_id":"xEgoTqszEKcynu21","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"EQFMidKf7ieiCyTD","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"Pt0vjftn8ucxOWOX","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the power, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the power, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The power ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"HTU1mynIEmrJvxA8","name":"Misty Step","type":"power","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-1.jpg","effects":[]},{"_id":"FmgcWUhTwPlvquR6","name":"Counterpower","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your powercasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]},{"_id":"aqanmKIBJ0uLpLsj","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"JqOO8BxHqesSS0eT","name":"Lightning Bolt","type":"power","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-2.jpg","effects":[]},{"_id":"FjPsBXzcEt6ogvve","name":"Banishment","type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":17,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]},{"_id":"126EQl9NJWsnl8Hz","name":"Fire Shield","type":"power","data":{"description":{"value":"

Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the power early by using an action to dismiss it.

\n

The flames provide you with a warm shi⁠eld or a chill sh⁠ield, as you choose. The warm shi⁠eld grants you Resistance to cold damage, and the chill shi⁠eld grants you resist⁠ance to fire damage.

\n

In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the shiel⁠d erupts with flame. The attacker takes 2d8 fire damage from a warm shie⁠ld, or 2d8 cold damage from a cold sh⁠ield.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-red-3.jpg","effects":[]},{"_id":"D9NB8NWPDI0TZHIo","name":"Stoneskin","type":"power","data":{"description":{"value":"

This power turns the flesh of a willing creature you touch as hard as stone. Until the power ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Diamond dust worth 100 gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[]},{"_id":"EtzKTmWR9LFrp96t","name":"Cone of Cold","type":"power","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this power becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]},{"_id":"us3Zly6GB7D5qn31","name":"Scrying","type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"6SLy3dJdASjuoYnm","name":"Wall of Force","type":"power","data":{"description":{"value":"

An invisible⁠ wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting⁠ on a solid surface. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

\n

Nothing can physically pass through the wall. It is immune to all damage and can’t be dipowered by Dispel Magic. A Disintegrate power destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powder made by crushing clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-magenta-3.jpg","effects":[]},{"_id":"VLinN8yXghlevpcI","name":"Globe of Invulnerability","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

\n

Any power of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the power is cast using a higher level power slot. Such a power can target creatures and Objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Powers.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the barrier blocks Powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glass or crystal bead that shatters when the power ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-3.jpg","effects":[]},{"_id":"U8qWWRmgxVBEZ7ha","name":"Teleport","type":"power","data":{"description":{"value":"

This power instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

\n

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--
\n

Familiarity. “Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library⁠, bed linen from a royal suite, or a chunk of marble from a lich’s Secret tomb.

\n

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the power. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

\n

\"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum⁠ but instead viewed an illusion⁠, or you are attempting to teleport to a familiar location that no longer exists.

\n

On Target. You and your group (or the target object) appear where you want to.

\n

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

\n

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the power has no range limit, you could conceivably wind up anywhere on the plane.

\n

Mishap. The power’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":"","unidentified":""},"source":"PHB pg. 281","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":9,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"S5AeLTegixmkt9DE","name":"Mind Blank","type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Powers, and the Charmed condition. The power even foils Wish s⁠pells and Powers or Effects of similar power used to affect the target’s mind or to gain information about the target.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"5k3VPs3wr3MMI2I4","name":"Time Stop","type":"power","data":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use Actions and move as normal.

\n

This power ends if one of the Actions you use during this period, or any Effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the power ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4+1","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/mech_12.jpg","effects":[]},{"_id":"vgTunE3gLps5Q595","name":"Dagger","type":"weapon","data":{"description":{"value":"
\n

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

\n

The Archmage attacks with their Dagger.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"vWTVopCBB0sfk9mv","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"DzwOzkBn2JWUA8DH","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]}],"effects":[]} +{"_id":"BAT6ld8qJZetpycL","name":"Spirit 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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"LvjER2IYO6BacXQK","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":14,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"ysRLSKHlsx96LUAz","name":"Ray of Frost","type":"power","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged power attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-1.jpg","effects":[]},{"_id":"omQlBThDa8c8BLv9","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"5dIYng5MfKLw9FOB","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"fPpMfsz9yW9Vsidd","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]},{"_id":"XQYEEuZuQvzqwmVm","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"IqODj6ErLeMmctT0","name":"Hold Person","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]},{"_id":"SclsGC07QwROjWf8","name":"Lightning Bolt","type":"power","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-2.jpg","effects":[]},{"_id":"PR6y8fMbUsMmTFwU","name":"Water Breathing","type":"power","data":{"description":{"value":"

This power grants up to ten willing creatures you can see within range the ability to breathe underwater until the power ends. Affected creatures also retain their normal mode of respiration.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":false},"materials":{"value":"A short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_36.jpg","effects":[]},{"_id":"ZI5XLH1S8xnxubaL","name":"Blight","type":"power","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the power deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"power"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-acid-3.jpg","effects":[]},{"_id":"O0wJVD825doaXCWY","name":"Dimension Door","type":"power","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"pYfnUjmQQRfYJcSj","name":"Dominate Person","type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"aap2fFb4b7uX3XAO","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.

The target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

The Spirit Naga attacks with its Bite. The target must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["7d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"con"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/beast_03.jpg","effects":[]},{"_id":"WqOflwn1ubAMkGdQ","name":"Rejuvenation","type":"feat","data":{"description":{"value":"

If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish power can prevent this trait from functioning.

If it dies, the naga returns to life in 1d6 days and regains all its hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-3.jpg","effects":[]},{"_id":"Fla0ZsaY2HvXWqbR","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The naga is a 10th-level powercaster. Its powercasting ability is Intelligence (power save DC 14, +6 to hit with power attacks), and it needs only verbal components to cast its powers. It has the following wizard powers prepared:

\n

• Cantrips (at will): mage hand, minor illusion, ray of frost

\n

• 1st level (4 slots): charm person, detect magic, sleep

\n

• 2nd level (3 slots): detect thoughts, hold person

\n

• 3rd level (3 slots): lightning bolt, water breathing

\n

• 4th level (3 slots): blight, dimension door

\n

• 5th level (2 slots): dominate person

\n
\n

The naga is a powercaster. Its powercasting ability is Intelligence and it needs only verbal components to cast its powers.

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Token artwork by Forgotten Adventures.

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When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

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When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must make a Constitution saving throw.

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The mephit can innately cast sleep, requiring no material components. Its innate powercasting ability is Charisma.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

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The Dust Mephit attacks with its Claws.

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The mephit exhales a 15-foot cone of blinding dust.

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Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must make a Dexterity saving throw. A creature can repeat the saving throw at the end of each of its turns.

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This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

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Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

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Undead and creatures immune to being charmed aren’t affected by this power.

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Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

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When the job of lugging lumber or trucking trade goods down a country road is simply too much for a humanoid to bear, they may find solace in the knowledge that there is a loyal, stalwart beast ready to shoulder the heavy load for them: the draft horse.  Draft horses are a breed of horse who are more readily acclimated to rugged terrain and bearing great weights.  Often covered in thicker fur to survive in more difficult climates than their short haired brethren, draft horses have stout, powerful legs and gargantuan hooves adept at clinging to the loose gravel of a mountain trail.  Many breeds of draft horse exist within the world, so the picky merchant is never without option should they entertain the idea of purchasing such a beast.  The draft horse is capable of moving loads up to 540 lbs and may easily pull a cart laden with adventurers and their spoils down the open road should they become lazy in their victories.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

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The Draft Horse attacks with its Hooves.

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\n

Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

\n

The Frost Giant attacks with its Rock.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":true},"sort":300000,"flags":{},"img":"systems/sw5e/icons/powers/rock-plain-1.jpg","effects":[]},{"_id":"9LXx1CaY98oYrwWK","name":"Patchwork Armor","type":"equipment","data":{"description":{"value":"

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":12,"price":10,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":12,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/armor/hide.png","effects":[]},{"_id":"LVOGKiIm4UTD4fpj","name":"Greataxe","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

The Frost Giant attacks with its Greataxe.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":7,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12+@mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/greataxe.jpg","effects":[]},{"_id":"i49lwJ84vB720EPW","name":"Multiattack","type":"feat","data":{"description":{"value":"

The giant makes two greataxe attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]}],"effects":[]} +{"_id":"CHEUjiYrVM9X0vIT","name":"Acolyte","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":10,"min":10},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"wis","prof":2,"powerdc":12,"powerLevel":0,"encumbrance":{"value":2,"max":150,"pct":1.3333333333333333,"encumbered":true}},"details":{"biography":{"value":"
\n

Wreathed in fantastical golden filigree with incense twirling through the atrium, the pillars of the Solarium glittered, bathed in the warmth of the Sun Lord’s light.  From a singular hole hewn into the domed ceiling of the temple, the sunlight poured in as if it were a rushing waterfall meant to drown us all in the bright corona. I strayed from my mentor, a priest in his middle years with a soft voice and ring of grey-dappled hair about a balding head, to approach a statue set aside within a shadowed alcove.  It depicted our god in his humanoid form, an elderly man standing strictly at attention, his wild hair hanging as long as his chest length beard, a staff topped with a stern faced sun clutched in his hand.  I knelt, still only fourteen, before this statue and began to pray right then.  The next six years of my acolyte training would be nothing but a blessing, I knew. 
“The Gleaming Star”, by Bishop Bernard Portis.

\n
\n

Acolytes are those devoted followers of a particular goddess or god who have decided to take on the mantle of the clergy to better serve their chosen deity.  Often no older than teenagers (though some acolytes begin later in their lives) acolytes are trained for a number of years (typically between three to ten) depending on the strictures of their deity’s doctrines.  During their time they memorize and study all written materials concerning their deity and their teachings, learn magics (be they healing or harmful) gifted to the acolytes by their deities, and often go out into their community to provide aid to those in need or proselytize the words of their goddess or god.  Though not every acolyte climbs the ranks into full fledged priesthood, many remain highly dedicated to the church and remain to serve as life-long acolytes working closely with the lay community outside the temple walls.

\n

Recall that acolytes are trained in the arcane ways of their chosen deities.  This being the case, acolytes rarely receive sufficient martial training in comparison to the paladin ranks of the temple (unless expressly dictated otherwise by their deity’s teachings).  This being the case, the acolyte is able to unleash some basic divine magic in order to both defend themselves and allies or to call upon their patron deity for aid for injured parties.  Typically expelled in a gleaming shower of golden sparks and dazzlingly vibrant lights, the magic of the gods is truly something special, even at such a base nature.  Powers such as Cure Wounds, Sacred Flame, or Sanctuary are all practiced by acolytes early on into their divine studies.  Acolytes can make handy allies should you be in need of divine protection or a field medic for an injured compatriot.  Be sure to mind your acolyte well, however, as their powerwork can easily be interrupted if they are forced into a melee fight with a band of slavering gnolls.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Any","race":null,"type":"Humanoid","environment":null,"cr":0.25,"powerLevel":1,"xp":{"value":50},"source":"MM pg. 342","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Any one language (usually common)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":1,"ability":"int","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":2,"override":2,"max":2},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"6DauPtHPdkuwtDcK","sort":200000,"flags":{},"img":"systems/sw5e/tokens/humanoid/Acolyte.png","token":{"flags":{},"name":"Acolyte","displayName":0,"img":"systems/sw5e/tokens/humanoid/Acolyte.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"CHEUjiYrVM9X0vIT","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"38I6bGoguRRefN6W","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The acolyte is a 1st-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks). The acolyte has following cleric powers prepared:• Cantrips (at will): light, sacred flame, thaumaturgy• 1st level (3 slots): bless, cure wounds, sanctuary

\n
\n

The acolyte is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"FA3jpb8uEewm81am","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"lCbFAxmmdZq5iNPI","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"kQ7NemFFPEtQUZgc","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"SZu6KvZ5jyNqamsF","name":"Bless","type":"power","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]},{"_id":"c6RtpDfZ4mpNo1Ka","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"CebfFzlNbHsUEd3I","name":"Sanctuary","type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

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\n

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

\n

The Acolyte attacks with their Club.

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The harpy makes two attacks: one with its claws and one with its club.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

The Harpy attacks with its Claws.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

\n

The Harpy attacks with its Club.

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\n

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

\n

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

\n

A target that successfully saves is immune to this harpy's song for the next 24 hours.

\n
\n

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must make a Wisdom saving throw. A creature can also repeat the saving throw at the end of each of its turns.

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The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid.

Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The wererat can use its action to polymorph, or return to its true form.

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The wererat has advantage on Wisdom (Perception) checks that rely on smell.

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The wererat makes two attacks, only one of which can be a bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

The Wererat attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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\n

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n
\n

The Wererat attacks with its Hand Crossbow.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n
\n

The Wererat attacks with its Shortsword.

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Token artwork by Forgotten Adventures.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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The thug makes two melee attacks.

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Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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The Thug attacks with their Heavy Crossbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

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The Thug attacks with their Mace.

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Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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The knight makes two melee attacks.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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The Knight attacks with its Greatsword.

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Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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The Knight attacks with its Heavy Crossbow.

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For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

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The knight adds 2 to its AC against one melee Attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

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\n

The knight adds 2 to its AC against one melee Attack that would hit it.

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The knight has advantage on saving throws against being frightened.

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Token artwork by Forgotten Adventures.

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The bear has advantage on Wisdom (Perception) checks that rely on smell.

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The bear makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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The Black Bear attacks with its Bite.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

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The Black Bear attacks with its Claws.

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Snakes rank among the most plentiful and diverse reptiles to slither across our planet's surface. Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds. Though there are many species of snake, we will only discuss the poisonous varieties within this article. Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils. While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat. The devious snake, however, has so much more beneath its scaly surface.

\n

Don't Tread on Me. Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings. Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance. While the creature's eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them. Snakes \"smell\" with their tongues! Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues. Within the snake's mouth lies its most deadly asset in the form of two, hollow fangs. Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight. The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs. Then it's only a matter of moments until the poor creature is left dead by the snake's potent toxins. While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles. Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 1 piercing damage.

The target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

The Poisonous Snake attacks with its Bite. The target must make a Constitution saving throw.

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If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

\n

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

\n
\n

The vampire can use its action to polymorph or return to its true form.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"JaohF91Eok1kSEIG","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the vampire fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"pVlKFunmE2qxO0pe","name":"Misty Escape","type":"feat","data":{"description":{"value":"

When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

A slain vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-3.jpg","effects":[]},{"_id":"BDnluJG7T7FfBjsQ","name":"Regeneration","type":"feat","data":{"description":{"value":"

The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

The vampire regains 20 hit points at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]},{"_id":"jc3NboVcwuEiXOYn","name":"Spider Climb","type":"feat","data":{"description":{"value":"

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/green_23.jpg","effects":[]},{"_id":"RLsKLdfdmHajHSwD","name":"Vampire Weaknesses","type":"feat","data":{"description":{"value":"

The vampire has the following flaws:

\n

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

\n

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

\n

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

\n

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_40.jpg","effects":[]},{"_id":"siO3h9XOkgPVi78F","name":"Multiattack (Vampire Form Only)","type":"feat","data":{"description":{"value":"

The vampire makes two attacks, only one of which can be a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"jYBYvv9EF1UnOvqZ","name":"Unarmed Strike (Vampire Form Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+9 to hit,, 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage.

Instead of dealing damage, the vampire can grapple the target (escape DC 18).

The Vampire attacks with its Unarmed Strike.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"uqHuj7Pjf2sjny21","name":"Bite (Bat or Vampire Form Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+9 to hit,, 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.

The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

The Vampire attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+@mod","piercing"],["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"RHezeN7HzNf2oKYP","name":"Charm","type":"feat","data":{"description":{"value":"

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/light_02.jpg","effects":[]},{"_id":"c9z4o0fkxq37v8KY","name":"Children of the Night","type":"feat","data":{"description":{"value":"

The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead.

The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

The vampire magically calls swarms of bats or rats. While outdoors, the vampire can call wolves instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/green_03.jpg","effects":[]},{"_id":"rQOFEdWpVwJWS2U4","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The vampire can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

\n
\n

The vampire can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"hNBduaMwPI3vordA","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"zV0DTNKndsVldLsV","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1250000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"o4v4mHxP82HTbIOX","name":"Move","type":"feat","data":{"description":{"value":"

The vampire moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"rEmbKJQ6mpvnUPOO","name":"Unarmed Strike","type":"feat","data":{"description":{"value":"

The vampire makes one unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"pW4iNTQphTJ3litv","name":"Bite","type":"feat","data":{"description":{"value":"

The vampire makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]}],"effects":[]} +{"_id":"E9CvDPDg5dFEpVjS","name":"Guard","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":16,"min":11},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":29,"max":195,"pct":14.871794871794872,"encumbered":true}},"details":{"biography":{"value":"
\n

\".... an' then he tells me, he says, \"Mick! You can't think you'll pull one over on the Crown's Guard again? Not this time!\" he says. Well, ol' Mickey's got a trick or two up his sleeve for just such an occasion. Ain't no need for tricks n' chases when I've snagged an ol' bottle o' them Purple Posies spirits ol' Captain Murrnaband is always prattlin' on about. Ain't no guard as smart or handsome as Mickey Tenteeth!\"

\n
\n

- A story overheard from The Friendly Flumph Inn

\n

Who among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

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The Guard attacks with its Spear.

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A proud scream from on high, a blur of feathers, and the sharp embrace of long, needle sharp talons upon your flesh mark that you may have angered this raptor: the Eagle. Eagles are noble birds who traverse the skies of our woodlands and mountains in search of fatty fish, rodents, or reptiles to keep them well-fed. Eagles have wingspans as tall as any humanoid, often reaching upwards of six and a half to seven feet long! It is with these powerful wings and their keen vision that an eagle can surprise its prey from soaring heights, giving the avian the element of surprise on unsuspecting prey. I myself have witnessed an eagle swoop down from on high and scoop up a noble woman’s small pet terrier, wrenching the yowling canine from the lady’s grasp before fading away into the afternoon skies. Truly these birds are powerful specimens!

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Touch the Sky. The eagle prefers solitude when it can find it. The birds nest in homemade eyries, or nests, high above the world on mountain cliff faces. Here in the eyrie, the eagles lay their clutch of two eggs and raise a tiny, insular family with the female (and often much larger) chick taking dominance over any male born into the clan. The chicks grow under the care of their parents, being fed on a diet of regurgitated food until they are large enough to learn how to fly on their own. At this point, baby eagles are shunned from the nest and forced out into the world to fend for themselves.

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Lone Ranger. Eagles make fine companions for those who understand that these birds of prey are no mere pet, but an equal ally in their adventurers. Rangers seem particularly fond of the eagle as a hunting partner, as the birds may roam far and wide during a hunt and bring their master back any spoils they’ve found on their quest. This specialized form of modern falconry utilizes the eagles as trackers as well, as the eagle may spot prey from a great distance, then return to their master and guide them towards the quarry. Should you be adventuring out into the world and have the patience for such a companion, perhaps consider the eagle as a recommended choice for seasoned hunters.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

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The Eagle attacks with its Talons.

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The Pegasus attacks with its Hooves.

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Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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Once per turn.
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The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

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The assassin makes two shortsword attacks.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Assassin attacks with their Shortsword. The target must make a Constitution saving throw.

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Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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\n

The Assassin attacks with its Light Crossbow. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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When the mephit dies, it explodes in a burst of jagged ice.

Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a Dexterity saving throw.

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While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

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The mephit can innately cast fog cloud, requiring no material components. Its innate powercasting ability is Charisma.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

The Ice Mephit attacks with its Claws.

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The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

The mephit exhales a 15-foot cone of cold air. Each creature in that area must make a Dexterity saving throw.

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The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently.

The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.

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The wraith can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The wraith can move through other creatures and objects as if they were difficult terrain.

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Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage.

The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The Wraith attacks with its Life Drain. The target must make a Constitution saving throw.

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While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Dire Wolf attacks with its Bite. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Frogs are the most common amphibian to inhabit our planet. Frogs live a primary amount of their lives in and around sources of water which makes them common to swamps, marshes, and bogs. This, of course, is necessary as without a nearby source of water the frog’s slick skin would dry out and kill the frog. Insect eaters by nature, the frog utilizes its long, sticky tongue to capture all manner of insects (Author’s Note: In the swamps of the south, eye witnesses have sworn to have seen a frog species large enough that they ate small birds plucked right from the air!). Frogs have a unique manner of locomotion as their hind legs are far longer and folded in comparison to their front appendages. This unique evolution allows the frog to hop about and make quite fantastic jumps when fully extending its hind legs.

\n

Tadpole evolved into Frog. Frogs begin their lives as nothing more than a jelly-like egg the size of a pinky nail. Upon hatching, the tiny frogs now in their tadpole state resemble miniature living comets, being hardly more than a ovular head and long swishing tail to propel themselves through the water. Over the course of several weeks the baby frogs develop limbs and fully evolve into their more recognizable adult form. Truly a fascinating process of development most often seen in insect species that our researchers have dubbed “metamorphosis”. What other creatures of our ever changing world could possess such a fantastic transformation as the common frog?

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The frog can breathe air and water.

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The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

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Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage.

The target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

The Cockatrice attacks with its Bite. The target must make a Constitution saving throw. On a failed save, it must repeat the saving throw at the end of its next turn.

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Mimicry is a favored trick of those with the capacity for magic and the Flying Sword is an example of the simplest yet most effective mimicry in the arcane realm.  A flying sword is just that: a sword which flies.  Enchanted by a mage (typically for the purpose of guarding a home, study, or tower) the magical flying sword rests peacefully wherever its master has left it.  These enhanced blades are given simple instructions such as, “Kill any intruders”, and until such a prompt is met, the sword will sit motionless.  While motionless, the sword is indistinguishable from any ordinary sword (excepting to those trained in seeing magical auras) which exemplifies the swords most dastardly characteristic.  Like this, the sword can rest for ages until its prompt is met and the weapon springs to life.  The sword will float from its hiding place, then slash and stab at any foolish trespassers with the confidence of a trained warrior until it is destroyed or its foes lay dead.  Upon destruction the power placed upon the sword is dissolved and the object returns to normal.

\n
\n

Author’s Note: Wary adventurers should be on alert for other weaponry such as Clubs, Axes, Crossbows, or Hammers as the enchantment can be used on most common weaponry.

\n
\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The sword is incapacitated while in the area of an antimagic field.

If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

The sword is incapacitated while in the area of an antimagic field.

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While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

\n

The Flying Sword attacks!

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Token artwork by Forgotten Adventures.

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The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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The shark can breathe only underwater.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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The Reef Shark attacks with its Bite.

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Camels are a unique species of even-toed ungulates who thrive within the deserts and arid climates of our planet. Known the world over for their large back humps (varying in number between one or two humps depending on species), camels have become an integral part of desert life due to their rugged albeit stubborn nature, nutritious meat and milk, and transportation utility. Camels have been domesticated for millennia. Highly sought after for their ability to survive within the harshest of deserts, the earliest records of camels in our world show them as domestic pack animals (much as they are utilized today) carrying heavy cargo across sandy expanses of inhospitable desert. The noble camel, however, may hold more secrets than its surface reveals.

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Watch Out, They Spit. When asking a commoner about the camel’s most unique feature they will undoubtedly tell you that it is the fleshy humps upon the camel’s tall back. Commonly, these humps were thought to hold a reservoir of fresh water so the camel may survive the sandy dunes of its homeland; this is, however, not the case at all. Dissection of the dromedary beast has shown researchers that these humps are actually composed of fatty tissue which have collected into the humps as to not overheat the beast by being spread across the body. Camels, in fact, need only drink once every ten-day as their insulated coat keeps them at an adequate temperature and they absorb sufficient water vapor through exhaling via the nostrils. Camels also have a leathery mouth-lining allowing the herbivores to chew and swallow even the thorniest of cacti should they require water in such a fashion. Should you be in the desert and in need of a sturdy beast, adventurer, why not invest your gold into the camel? Just be mindful, they enjoy spitting on those they do not trust!

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

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The Camel attacks with its Bite.

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Seahorses are one of the most docile and beautiful creatures in all of our oceans. Seahorses sport a narrow, long body ending in a curled tail with which they cling to sea plants. The seahorse’s head is long and narrow (resembling its land-dwelling namesake) tipped with a flute-like nose. Seahorses lack many of the supportive fins in comparison to other sea creatures, rather they have one long fin along their spine and two miniscule fins on opposite sides of their torsos which allow the tiny creatures to propel themselves through the water. Unfortunately these docile creatures do not make the best familiar choices as they only inhabit tropical, shallow waters to utilize the cover of corals for protection. Seahorses should be observed and enjoyed, but I would advise endangering your familiar by placing it into this beautiful little form.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The sea horse can breathe only underwater.

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Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the tiger can make one bite attack against it as a bonus action.

\n

Actions

\n

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

\n

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

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The tiger has advantage on Wisdom (Perception) checks that rely on smell.

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\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

\n

If the target is prone, the panther can make one bite attack against it as a bonus action.

\n
\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

\n

The Tiger attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

\n

The Tiger attacks with its Claw.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

The Young Brass Dragon attacks with its Bite.

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\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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\n

**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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\n

**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Brass Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"Dr4cGcqsYMTi7qHd","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"w4lWgsWHbGMdLkAo","name":"Pass without Trace","type":"power","data":{"description":{"value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-air-1.jpg","effects":[]},{"_id":"arOfxCz5ASKVxw8U","name":"Calm Emotions","type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"IJ6p0c0QNJpaZ2F0","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"oSSTtEGfLr6l3oEv","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"iWDQPwdffkW06c2Y","name":"Charge","type":"feat","data":{"description":{"value":"

If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]},{"_id":"8yPzMeXvBJC2POQK","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The unicorn's innate powercasting ability is Charisma (power save DC 14). The unicorn can innately cast the following powers, requiring no components:

\n

At will: detect evil and good, druidcraft, pass without trace

\n

1/day each: calm emotions, dispel evil and good, entangle

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"MW3V6fHknXOLuVxU","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The unicorn has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"hyiKyfKiplfTQ0ZX","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

The unicorn's weapon attacks are magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1700001,"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]},{"_id":"vnAmgF7ZkpmDIJSc","name":"Multiattack","type":"feat","data":{"description":{"value":"

The unicorn makes two attacks: one with its hooves and one with its horn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"f7m44y4TqYYcunMj","name":"Hooves","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

The Unicorn attacks with its Hooves.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]},{"_id":"ORrGdhTLKLTKK3BH","name":"Horn","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.

The Unicorn attacks with its Horn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-tusk.jpg","effects":[]},{"_id":"uCaHWOOBeJEyR1ay","name":"Healing Touch","type":"feat","data":{"description":{"value":"

The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

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The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

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\n

The unicorn can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

\n
\n

The unicorn can take 3 legendary actions.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The unicorn makes one attack with its hooves.

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The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

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The unicorn magically regains 11 (2d8+2) hit points.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"dhanHpeimPZOKFTP","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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\n

Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

\n

The Adult Green Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Green Dragon attacks with its Claw.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Green Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"WAglSb6wsm8V1iCd","name":"Poison Breath","type":"feat","data":{"description":{"value":"

The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["16d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"jls6tBzceKBhLIJ9","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"hj8x2cAmsCz65VMp","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"jp6U9gVAnEqYxjal","name":"Tail Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"mjuHphDtsXPuLymt","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Nobles, those of our nations born with a silver spoon in their mouths and the wealth with which to buy influence and power across the world. Nobles can run the gamut of humanoid races, so long as these folks have the wealth to back up their claim to a noble title. Not all nobles are born into wealth however; in rare cases nobles may earn their status by dedicated work to the lords of their regions or by simply having titles given to them via friends finding themselves in positions of power. Through all of the perfume and powders adorning a noble's body, no stink is so ever present as that of corruption wafting just below the flowery mask.

\n

Entourage. Nobles rarely travel alone outside of their massive estates, prefering to be flanked by a retinue of trained bodyguards and faithful servants. This should always be kept in mind when dealing with nobles; there is never simply the nobleman/woman alone beyond their estate walls. Should a brigand be fearsome enough to make it through the noble's well-paid defenses, the monied elite is certainly a force to be reckoned with. Noble-birthed children receive some of the finest martial training in the land from an early age and are well equipped to strike back with sword or rapier. Keep an eye on your own footwork should you misstep and leave yourself open to a noble's well practiced parry. Be mindful of whom you may approach in a fight, as a noble has so much more to offer than their warm blood spilt carelessly upon the earth.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Any Alignment","race":null,"type":"Humanoid (any race)","environment":null,"cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 348","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"any two languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","mod":3,"bonus":0,"passive":15,"prof":2,"total":5},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"itm":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"med":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","mod":3,"bonus":0,"passive":15,"prof":2,"total":5},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"8kEIcpvnYCYQJ2sV","sort":300000,"flags":{},"img":"systems/sw5e/tokens/humanoid/NobleSwordM.png","token":{"flags":{},"name":"Noble","displayName":20,"img":"systems/sw5e/tokens/humanoid/NobleSwordM.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"GlaCGcgIP6YjBjGc","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"87olpriernjyGLbC","name":"Breastplate","type":"equipment","data":{"description":{"value":"

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

The Noble attacks with its Rapier.

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The noble adds 2 to its AC against one melee Attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

The noble adds 2 to its AC against one melee Attack that would hit it.

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Grimlock are a species of subterranean monsters whom evolved from modern day humans over the course of several hundred years.  Grimlocks were formerly human cultists who worshipped dark, manipulative masters deep within the caverns beneath the world.  These dark magicians meddled magically with the minds of the cultists, turning the unexpecting stooges into little more than slaves.  In veneration to their barbarous masters, the former cultists began to turn to cannibalism as a holy sacrament in order to become closer to their false gods.  However, this enslavement and isolation transformed the humans; their skin grew pallid and grey, their hair grew in coarse patches across their craggy bodies, and due to the maddening darkness, these new creatures, the Grimlocks, lost their ability to see.  Mutated and blind, the Grimlocks were left without guidance when their masters vanished without a trace.  Grimlocks still haunt the deep places of the earth to this very day.  Grimlocks prefer to lurk within the shadows as their grey, mottled skin resembles the stone surrounding them.  From a hidden perch atop a rock they lay in wait, their calloused hands gripping clubs made of sharpened bone.  Listen closely should your journey take you into the underground, as the feverish whispers of the Grimlock venerating their fallen masters can be heard clearly echoing throughout the caverns in which they creep.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Neutral Evil","race":null,"type":"Humanoid (grimlock)","environment":"Underdark","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 175","class":{},"size":"med"},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["blinded"],"custom":""},"languages":{"value":["undercommon"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"arc":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ath":{"value":1,"ability":"str","mod":3,"bonus":0,"passive":15,"prof":2,"total":5},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"med":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prc":{"value":2,"ability":"wis","mod":-1,"bonus":0,"passive":13,"prof":4,"total":3},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":4700000,"flags":{},"img":"systems/sw5e/tokens/humanoid/Grimlock.png","token":{"flags":{},"name":"Grimlock","displayName":20,"img":"systems/sw5e/tokens/humanoid/Grimlock.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":30,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"GpeQYtlo8oGvGlkM","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"MqBAJfU738aXBgBE","name":"Blind Senses","type":"feat","data":{"description":{"value":"

The grimlock can't use its blindsight while deafened and unable to smell.

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The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

The Grimlock attacks with its Spiked Bone Club.

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Token artwork by Forgotten Adventures.

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The scorpion makes three attacks: two with its claws and one with its sting.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

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The target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

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The Giant Scorpion attacks with its Claw. The target is grappled.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

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The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

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The Giant Scorpion attacks with its Sting. The target must make a Constitution saving throw.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

The Orc attacks with its Greataxe.

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Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The Orc attacks with its Javelin.

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Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it.

If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

The Cloaker attacks with its Bite. A creature, including the target, can take its action to detach the cloaker by succeeding on a Strength check.

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While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down) and that creature takes the other half.

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While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

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While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

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The cloaker makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack:+6 to hit,, 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

The Cloaker attacks with its Tail.

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Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn.

If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must make a Wisdom saving throw.

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The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

\n

Whenever any creature targets the cloaker with an attack or a harmful power while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

\n

A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage.

If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

The Tyrannosaurus Rex attacks with its Bite. If the target is a Medium or smaller creature, it is grappled. Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

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The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

The Tyrannosaurus Rex attacks with its Tail.

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Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see.

If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

The golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself.

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If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

If the golem takes fire damage, it has disadvantage on some rolls.

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The golem is immune to any power or effect that would alter its form.

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Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

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The golem has advantage on saving throws against powers and other magical effects.

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The golem's weapon attacks are magical.

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The golem makes two slam attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Flesh Golem attacks with its Slam.

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Skittering through the undergrowth of a dark forest or wriggling free from the dilapidated stone walls of a dank catacomb, giant centipedes resemble their miniscule cousins in all ways beyond size.  These slithering, scuttling arthropods are nearly the size of a small dog with sharpened mandibles measuring several inches in length at the tip of their head.  Much like the average centipede, these creatures bear the multitude of slinking legs flanking both sides of its tubular body and seethe with the aggression of a wild boar.  Giant centipedes think little beyond their next meal and will attack nearly any creature who enter into their territory, lashing out with their crushing mandibles capable of breaking through leather armor with ease.  Once the centipede has successfully gripped its victim with its pinching mandibles, it delivers a potent poison into its target’s blood stream which (in rare cases) may act as a minor paralytic should the creature fall unconscious while poisoned.  Keep an eye out while donning your boots should you choose to rest within the domain of the giant centipede.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

\n

The target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

\n
\n

The Giant Centipede attacks with its Bite. The target must succeed on a DC 11 Constitution saving throw or take poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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\n

“Hey there Mr. Goodberry lookie here! I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard. These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes. What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces. Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe. Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options! However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids. The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+0 to hit,, 5 ft., one target. Hit: 1 piercing damage.

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The Lizard attacks with its Bite.

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The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can breathe air and water.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

The Black Dragon Wyrmling attacks with its Bite.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

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When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

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When the azer hits with a metal melee weapon, it deals extra fire damage (included in the attack).

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The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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A heavy metal hammer capable of being wielded with a single hand with a shield or in two hands to deliver crushing concussive blows.

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Token artwork by Forgotten Adventures.

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The toad can breathe air and water.

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The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage.

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The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

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The Giant Toad attacks with its Bite. The target is grappled. Until this grapple ends, the target is restrained, and the toad can't bite another target.

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The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends.

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The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

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The Giant Toad attacks with its Swallow.

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Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Any creature that starts its turn within 5 ft. of the ghast must succeed on a Constitution saving throw.

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The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

The Ghast attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Ghast attacks with its Claws. If the target is a creature other than an undead, it must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

The Silver Dragon Wyrmling attacks with its Bite.

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The dragon uses one of the following breath weapons.

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**Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The dragon breathes in!

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**Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a Constitution saving throw

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**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area make a Constitution saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

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The Veteran attacks with their Longsword.

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The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The Veteran attacks with its Shortsword.

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Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

The Veteran attacks with its Heavy Crossbow.

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If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes extra slashing damage. If the target is a creature, it must make aStrength saving throw or be knocked prone.

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The wereboar makes two attacks, only one of which can be with its tusks.

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If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

If the wereboar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid.

Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The wereboar can use its action to polymorph, or return to its true form.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

The Wereboar attacks with its Tusks. If the target is a humanoid, it must make a Constitution saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

\n
\n

The Wereboar attacks with its Maul.

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Baboons inhabit grassy plains and sparsely covered woodlands, moving always in small packs called troops. Primarily land-bound mammals, a baboon will use its powerful upper body to scamper up into a tree with alarming speed. Do not be misled by the size of this creature; a single woodland baboon can easily prove more vicious than an entire pack of hungry wolves. At first glance a baboon may appear an easy target for unwary adventurers as they are only three to four feet in length, weighing up to forty pounds per recent recordings. No larger than a healthy human child. This, however, is merely deception as the forest monkeys can easily overpower a group of unprepared travelers. Hidden within their dog-like muzzles are deadly sharp canines and behind their eyes is a shockingly intelligent mind.

\n

Tooth Troop. Baboons are at their strongest when surrounded by their troop where they employ simplistic pack tactics to take down their foes. The monkeys have been observed skulking through tall grasses to set an ambush for unsuspecting prey or banding together to single out and mercilessly maul specific targets before moving to the next. Troops are governed by a single alpha who acts as the primary guardian of their fellows. Beneath the alpha, the troop works collaboratively, sharing food and resources between each other and engaging in communal grooming sessions to strengthen their bonds. Baboon young are raised in small family groups, being instructed by multiple adults at a time. A truly fascinating community and unique to our animal kingdom, baboons should be given a wide berth and travelers should cautiously handle an unexpected meeting by a local troop should your paths cross.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

\n

The Baboon attacks with its Bite.

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Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

\n

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\n

The druid is a 4th-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks).

\n

It has the following druid powers prepared:

\n

Cantrips (at will): druidcraft, produce flame, shillelagh

\n

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

\n

2nd level (3 slots): animal messenger, barkskin

\n
\n

The druid is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"gdpkOBvo0Jxb3OVR","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"QwPEzLNW8iVCL7cR","name":"Produce Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also Attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged power Attack. On a hit, the target takes 1d8 fire damage.

\n

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-orange-2.jpg","effects":[]},{"_id":"326YyjtlKmYZh3T3","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"BdApmAz4M3id4rnL","name":"Longstrider","type":"power","data":{"description":{"value":"

You touch a creature. The target's speed increases by 10 feet until the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-1.jpg","effects":[]},{"_id":"lXZnkgspOXxSoLPF","name":"Speak with Animals","type":"power","data":{"description":{"value":"

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]},{"_id":"2ZxbeICwcq94lFTU","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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By means of this power, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the power toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

\n

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the power ends, the message is lost, and the beast makes its way back to where you cast this power.

\n

At Higher Levels. If you cast this power using a power slot of 3rd level or higher, the duration of the power increases by 48 hours for each slot level above 2nd.

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The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your powercasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The power ends if you cast it again or if you let go of the weapon.

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You touch a willing creature. Until the power ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

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\n

Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.

\n

The Druid attacks with its Quarterstaff.

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The hydra can hold its breath for 1 hour.

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The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

\n

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

\n

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

\n
\n

The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

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While the hydra sleeps, at least one of its heads is awake.

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The hydra makes as many bite attacks as it has heads.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

The Hydra attacks with its Bite.

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The ape makes two fist attacks.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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The Ape attacks with its Fist.

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Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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The Ape attacks with its Rock.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

\n

A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

\n
\n

The Swarm of Centipedes attacks with a flurry of Bites.

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If the tarrasque fails a saving throw, it can choose to succeed instead.

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The tarrasque has advantage on saving throws against powers and other magical effects.

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Any time the tarrasque is targeted by a magic missile power, a line power, or a power that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected.

On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

The tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

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The tarrasque deals double damage to objects and structures.

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The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

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Melee Weapon Attack:+19 to hit,, 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage.

If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

The Tarrasque attacks with its Bite. If the target is a creature, it is grappled. Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

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Melee Weapon Attack:+19 to hit,, 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

The Tarrasque attacks with its Claw.

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Melee Weapon Attack:+19 to hit,, 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.

The Tarrasque attacks with its Horns.

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Melee Weapon Attack:+19 to hit,, 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

The Tarrasque attacks with its Tail. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.

Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a Wisdom saving throw.

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The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends.

While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

The Tarrasque attacks with its Swallow.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The tarrasque can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn.

\n
\n

The tarrasque can take 3 legendary actions.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The tarrasque makes one claw attack or tail attack.

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The tarrasque moves up to half its speed.

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The tarrasque makes one bite attack or uses its Swallow.

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The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

The Ettin attacks with its Battleaxe.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

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The dryad's innate powercasting ability is Charisma (power save DC 14). The dryad can innately cast the following powers, requiring no material components:

\n

At will: druidcraft

\n

3/day each: entangle, goodberry

\n

1/day each: barkskin, pass without trace, shillelagh

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"nZ8w7AlnmfziI1yb","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"FNz3TuwOTx2PRjgB","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"fTuW1a9H5UWeGMeC","name":"Goodberry","type":"power","data":{"description":{"value":"

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this power.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A spring of mistletoe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-1.jpg","effects":[]},{"_id":"czKMH6YSTDmJLmjb","name":"Barkskin","type":"power","data":{"description":{"value":"

You touch a willing creature. Until the power ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[]},{"_id":"NXPG19gpvi65HMqg","name":"Pass without Trace","type":"power","data":{"description":{"value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Ashes from a burned leaf of mistletoe and a sprig of spruce","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-air-1.jpg","effects":[]},{"_id":"d5IswUCOFC1xTCGq","name":"Shillelagh","type":"power","data":{"description":{"value":"

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your powercasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The power ends if you cast it again or if you let go of the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","bludgeoning"],["@mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-jade-1.jpg","effects":[]},{"_id":"JExoadfmCtQH6vsK","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The dryad has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"beL4bLUcyTb1Sxgz","name":"Speak with Beasts and Plants","type":"feat","data":{"description":{"value":"

The dryad can communicate with beasts and plants as if they shared a language.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"wwQTeXOmFLO2MW0Y","name":"Tree Stride","type":"feat","data":{"description":{"value":"

Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/green_26.jpg","effects":[]},{"_id":"DNPx6Myd5rHTGu4a","name":"Club","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

\n
\n

The Dryad attacks with its Club.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 4","bludgeoning"]],"versatile":"1d8 + 4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]},{"_id":"OdzhvEDeD06BWsZS","name":"Fey Charm","type":"feat","data":{"description":{"value":"
\n

The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed.

\n

The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.The dryad can have no more than one humanoid and up to three beasts charmed at a time.

\n
\n

The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must make a Wisdom saving throw. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"one humanoid or beast"},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"spec","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/green_10.jpg","effects":[]}],"effects":[]} +{"_id":"KUpbXdn1XmHEeOPk","name":"Merfolk","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":11,"min":11},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":10,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":150,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Adorned in shells and brightly hued aquatic plants, the Merfolk who inhabit the oceans of our world are truly unique in their evolution. Though many modern researchers do not abide by this tale, it is rumored that Merfolk evolved from a colony of humans whose city sank below the waves in a catastrophic accident. The Merfolk themselves, however, choose neither to confirm or deny this tale. Very basically, Merfolk resemble an average humanoid with a few key differences. Where one would expect to find legs beneath the torso of a human, they would instead find the powerful tail of a relatively sized fish. Merfolk also have frilled gills adorning their necks allowing them to breathe the salty waters of the ocean's depths. Several additional fins grace the Merfolk's lithe body about the biceps and hips. Upon the Merfolk's humanoid head rests a single, large frill webbed by translucent skin which may raise or fold back depending on the Merfolk's mood.

\n

Murmaider. Merfolk live along the coastal waters of continental shelves, rarely allowing themselves to drift down into the darker depths of the ocean's abyss. Here in the more shallow tides, the Merfolk build their homes into thriving coral reefs, labyrinthian undersea caverns, and even the hollowed out remains of once coastal cities or sunken vessels. Anywhere shrouded from the view of prying land-dwellers makes the perfect home for a Merfolk. The Merfolk's reclusiveness is so well known, that mariners would tell fanciful tales of meeting a Merfolk for a midnight tryst, only to be abandoned at sunrise by the elusive creature. Most of the mariner's fellows would shove the notion aside, having never seen a living or dead Merfolk in all their years at sea. This is not to say that Merfolk will flee from intruders should an unfortunate landlubber find their way into a Merfolk's abode. Armed with spears of sharpened coral and powerful webbed hands ending in dagger-like barbs the Merfolk are well equipped to defend themselves within their aquatic homes. Take care on the open seas, adventurer, and never run afoul of the Merfolk.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Neutral","race":null,"type":"Humanoid (merfolk)","environment":"Underwater","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 218","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["aquan","common"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":1,"ability":"wis","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"AljGyVrrsrPBi1QM","sort":800000,"flags":{},"img":"systems/sw5e/tokens/humanoid/MerfolkBlue.png","token":{"flags":{},"name":"Merfolk","displayName":20,"img":"systems/sw5e/tokens/humanoid/MerfolkBlue.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"KUpbXdn1XmHEeOPk","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"LNKGvXlnCZFO9bEv","name":"Amphibious","type":"feat","data":{"description":{"value":"

The merfolk can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]},{"_id":"sN28gnBGF2TVdd53","name":"Spear","type":"weapon","data":{"description":{"value":"

Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

The Merfolk attacks with its Spear.

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Token artwork by Forgotten Adventures.

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The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

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The swarm can breathe only underwater.

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Melee Weapon Attack:+5 to hit,, 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Quippers attacks with a flurry of Bites.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

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The Chain Devil attacks with its Chain. The target is grappled if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained.

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When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be Frightened until the end of its turn.

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The devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. make a Wisdom saving throw.

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Magical darkness doesn't impede the devil's Darkvision.

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The creature has advantage on saving throws against powers and other magical effects.

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The devil makes two attacks with its chains.

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Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

\n

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

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\n

Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"bv3JBxBKqZC8v8nn","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"Agqr1hnuqnhBNgYq","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"yHQn7ZK82eaESdZ9","name":"Cone of Cold","type":"power","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this power becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]},{"_id":"GmktgRgXDpGbMXMX","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]},{"_id":"X7zpSL5rrVWY6gco","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"2d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]},{"_id":"m65uENAa93Pz8lLl","name":"Chain Mail","type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":true},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"FC0FNE8O4rnbth8s","name":"Glaive","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

The Oni attacks with its Glaive.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":20,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":true,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":true},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/glaive.png","effects":[]},{"_id":"q7J7PERrJb2vxtlt","name":"Claw (Oni Form Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

The Oni attacks with its Claw.

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The oni's innate powercasting ability is Charisma (power save DC 13). The oni can innately cast the following powers, requiring no material components:

\n

At will: darkness, invisibility

\n

1/day each: charm person, cone of cold, gaseous form, sleep

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"7YSwI62Budsr6HzO","name":"Multiattack","type":"feat","data":{"description":{"value":"

The oni makes two attacks, either with its claws or its glaive.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"8liUuXPhjNLKYMMx","name":"Regeneration","type":"feat","data":{"description":{"value":"

The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

The oni regains 10 hit points at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]},{"_id":"HJDOmnRX2zQuXraB","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

the oni's weapon attacks are magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]},{"_id":"QGNzJqfTHnbhjzFN","name":"Change Shape","type":"feat","data":{"description":{"value":"

The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]}],"effects":[]} +{"_id":"LPdX5YLlwci0NDZx","name":"Raven","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8}},"attributes":{"ac":{"value":12,"min":12},"hp":{"value":1,"min":0,"max":1,"temp":0,"tempmax":0,"formula":"1d4 - 1"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":50,"swim":0,"walk":10,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":15,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight. The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects. However, something truly special lurks behind the dark abyss of this bird’s eyes. Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

\n

Musings and Mimicry. Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly. From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom. Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless! You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku. Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them. Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Swamp","cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 335","class":{}},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"RSebJT8R6qUqPs4A","sort":200000,"flags":{},"img":"systems/sw5e/tokens/beast/Raven.png","token":{"flags":{},"name":"Raven","displayName":20,"img":"systems/sw5e/tokens/beast/Raven.png","tint":null,"width":1,"height":1,"scale":0.8,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"LPdX5YLlwci0NDZx","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"nDvgtu7NSNCrREAv","name":"Mimicry","type":"feat","data":{"description":{"value":"

The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":"wis"},"requirements":"Raven","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/violet_18.jpg","effects":[]},{"_id":"p8JmuP7pndzbZVzj","name":"Beak","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 1 piercing damage.

\n

The Raven attacks with its Beak.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/beast_02.jpg","effects":[]}],"effects":[]} 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If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_28.jpg","effects":[]},{"_id":"gb5HcbKlmYUvLAsk","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The efreeti's innate power casting ability is Charisma (power save DC 15, +7 to hit with power attacks). It can innately cast the following powers, requiring no material components:

\n

At will: detect magic

\n

3/day: enlarge/reduce, tongues

\n

1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"Z3lehnNeZEWivGFk","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"45L0BCYOXLgO7jsh","name":"Enlarge/Reduce","type":"power","data":{"description":{"value":"

You cause a creature or an object you can see within range to grow larger or smaller for the Duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the power has no effect.

\n

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

\n

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the power ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target’s Weapons also grow to match its new size. While these Weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

\n

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the power ends, the target also has disadvantage on Strength Checks and Strength Saving Throws. The target’s Weapons also shrink to match its new size. While these Weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]},{"_id":"1FhySmgXlZvUghTb","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"gWEMjYhRVIEnKbZH","name":"Conjure Elemental (fire elemental only)","type":"power","data":{"description":{"value":"

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the power ends.

\n

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]},{"_id":"twlhthYQ2LFEFrZL","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]},{"_id":"oHfYhvrstVQaIp0L","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"XxDBVMHqMcyi1Mmy","name":"Major Image","type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

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You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":15,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"cPcHBmgT0kqNEOdR","name":"Wall of Fire","type":"power","data":{"description":{"value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, selected by you when you cast this power, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]},{"_id":"2NzoIyouATBfPgdc","name":"Multiattack","type":"feat","data":{"description":{"value":"

The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.

The Efreeti attacks with its Scimitar.

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Ranged Power Attack:+7 to hit,, 120 ft., one target. Hit: 17 (5d6) fire damage.

The Efreeti attacks with its Hurl Flame.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"amUUCouL69OK1GZU","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

The Adult Black Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Black Dragon attacks with its Claw.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Black Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]},{"_id":"6gjpG1ezpMNyJDGc","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"6bromElr0abqNXJL","name":"Acid Breath","type":"feat","data":{"description":{"value":"

The dragon exhales acid in a 60-foot line that is 5 feet wide.

Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"tWGObm0RZMwSrQLU","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"LgqLdk3VQOVcO5UI","name":"Tail Attack","type":"weapon","data":{"description":{"value":"
\n
\n

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

\n
\n
\n

The dragon slams its long tail against its foe!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"kFPbmQZGCKfWRXpq","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

The Horned Devil attacks with its Fork.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

The Horned Devil attacks with its Tail. If the target is a creature other than an undead or a construct, it must make a Constitution saving throw.

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The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

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Ranged Power Attack:+7 to hit,, 150 ft., one target. Hit: 14 (4d6) fire damage.

\n

If the target is a flammable object that isn't being worn or carried, it also catches fire.

\n
\n

The Horned Devil attacks with its Hurl Flame. If the target is a flammable object that isn't being worn or carried, it also catches fire.

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The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

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The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

The Manticore attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

The Manticore attacks with its Claw.

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Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

The Manticore attacks with its Tail Spike.

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Gold Dragon","displayName":0,"img":"icons/svg/mystery-man.svg","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":60,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"MO382D2sxtAIuUC5","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"resources.legact"},"randomImg":false},"items":[{"_id":"EDuUEVF5kjzG5YQZ","name":"Amphibious","type":"feat","data":{"description":{"value":"

The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"TUvgGNvTgO6MlepM","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Adult Gold Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Adult Gold Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"FXYoii0YU2Y7CqBa","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Adult Gold Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"v92F1DGzRWSEMPxH","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"GTmsKSKk8kTlQXkT","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"zoAkmBfD677QYuSh","name":"Fire Breath","type":"feat","data":{"description":{"value":"
\n

**Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"KfnqUfoAw7IVzVpy","name":"Weakening Breath","type":"feat","data":{"description":{"value":"
\n

**Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 60-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"Fyvg74zRJWn05uhK","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"RNFCtDcWoF0NAvl2","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"QtK9Z8y5x78hUIxF","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"FehkcXNr3EsmJMif","name":"Tail Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"G0aqIC7Haxea184o","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"cone"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"jAr1sQYarE6ySAbR","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Related to the fey pixie who dances merrily through sunlit glades, Sprites resemble their more fanciful kin in size only.  Sprites are tiny humanoids held aloft by a pair of dragonfly’s wings who inhabit glades dappled with mushrooms, wild flowers, and occasionally fellow fey creatures such a living trees whom allow the Sprites to construct villages within their ample boughs.  Here in the bosom of nature’s serenity the Sprites exist with one purpose: protect their home at all costs.  Unlike their Pixie kin, Sprites are fearsome warriors and adept poison crafters willing to lay down their lives to protect their glade.  Should an intruder enter into their territory, the Sprites will take to the trees and bushes causing all manner of racket in an attempt to scare off the intruder without conflict.  If the intruder remains, they will dart out and surround the invader, filling it with poison tipped arrows.  The poison is not deadly, rather, it renders the victim unconscious so the Sprites may flee to a safer location within the forest.

\n

Closer to the Heart. While Sprites make fearsome warriors, they are not without reason in analyzing their enemies.  Upon rendering a creature unconscious, the Sprite can touch the creature and learn the true nature of the creature’s heart, be they good or evil, by “seeing” their heart.  As the heart never lies, the Sprite can make keen judgements about the creature’s intentions and determine if they are truly a threat using this “heart sight”.  In some instances, Sprites have been known to ally themselves with good natured creatures, especially if that creature has come to topple an evil-aligned fey creature in their forest home.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage.

The Sprite attacks with its Shortbow.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 1 slashing damage.

The Sprite attacks with its Longsword.

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The sprite magically turns invisible until it attacks or casts a power, or until its concentration ends (as if concentrating on a power). Any equipment the sprite wears or carries is invisible with it.

The sprite magically turns invisible. Any equipment the sprite wears or carries is invisible with it.

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The sprite touches a creature and magically knows the creature's current emotional state.

If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

The sprite touches a creature. target must make a Charisma saving throw.

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A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The shark can breathe only underwater.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

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The Giant Shark attacks with its Bite.

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Jackals are a species of wild dog who roam the deserts and wilting grasslands of our planet. Jackals are closely related to coyotes, the two species commonly hunt and travel through similar territories causing confusion among untrained researchers. Often a bright golden to light beige tone, the jackal’s fur is marked with notable black stirpes which run horizontally in thick bands across the beasts’ bodies. Jackals have a unique social structure among canids as they most often shirk life with a pack in favor of finding a singular, monogamous mate with whom they remain in a wide territory. This is not to say that some jackals do not form packs; however, it will be more common in your travels to spot a bachelor or breeding pair rather than a whole cluster of these beasts. Much like the savannah’s hyenas, the jackal does not escape the skeptical eye of the trained adventurer as the warning sign of evil upon the horizon. Gifted sentience and the ability of shape-changing by the Demon Lord Graz’zt, newly created beasts dubbed Jackalweres resemble humanoid jackals in their hybrid forms. Now bound to the Demon Lord, the Jackalwere assumes the life of a slaver, plucking unsuspecting humanoids from their comfortable lives by rendering them helpless under the Jackalwere’s magical, sleep inducing gaze. Beware young adventurers, for the small jackal you see feasting upon carrion by the road’s edge may be the servant of a demonic overlord in magical disguise.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

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The Jackal attacks with its Bite.

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A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

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If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

\n
\n

If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

\n

The Mammoth attacks with its Gore.

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Melee Weapon Attack:+10 to hit,, 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

\n

The Mammoth attacks with its Stomp.

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

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You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"NDHykDE52YcVDvzj","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"ekyK2B3pBekiMM36","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the power, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the power, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The power ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"eXsj54wfmxGKm6xn","name":"Scrying","type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"ozJoL89JV1uXZMMm","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"ksDdjq2GCv4Co14h","name":"Geas","type":"power","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the power.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the power ends.

\n

You can end the power early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish power also ends it.

\n

At Higher Levels. When you cast this power using a power slot of 7th or 8th level, the Duration is 1 year. When you cast this power using a power slot of 9th level, the power lasts until it is ended by one of the Powers mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-air-3.jpg","effects":[]},{"_id":"mSRxk4sD2tHfYAUo","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The lamia's innate powercasting ability is Charisma (power save DC 13). It can innately cast the following powers, requiring no material components:

\n

At will: disguise self (any humanoid form), major image

\n

3/day each: charm person, mirror image, scrying, suggestion

\n

1/day: geas

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"LjPDX0VIEJRv0boG","name":"Multiattack","type":"feat","data":{"description":{"value":"

The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"lqr5NeudKmKQfSpZ","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

The Lamia attacks with its Claws.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+@mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"jMTZfqYRB58CwXyw","name":"Dagger","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

The Lamia attacks with its Dagger.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":true,"fir":false,"foc":false,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]},{"_id":"cd8MN5gJkmUn1RTE","name":"Intoxicating Touch","type":"feat","data":{"description":{"value":"

Melee Power Attack:+5 to hit,, 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

The target has disadvantage on Wisdom saving throws and all ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/green_15.jpg","effects":[]}],"effects":[]} +{"_id":"NAISFPoNNgUCsEyW","name":"Zombie","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0,"dc":8},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":8,"min":8},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"3d8 + 9"},"init":{"value":0,"bonus":0,"mod":-2,"total":-2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":195,"pct":0,"encumbered":false},"speed":{"_deprecated":true}},"details":{"biography":{"value":"

When the magic of necromancy is utilized upon the preserved flesh of a humanoid, a zombie will rise to serve its dark master.  In much the same way that an animated skeleton is returned from the dead so too are zombies shunted back into this world.  While a skilled powercaster may animate the dead and command the newly awakened, zombies may also rise in areas of the world saturated with necromantic energy.  In this situation, the zombies will not obey the command of a master, but roam aimlessly in a small area until they either find something to attack and consume or rot away into a pile of inanimate bones.  

\n

Re: Your Brains. Zombies do retain quite a lot of their former selves in regards to their physical appearance.  Zombies will still show the wounds or disease scars which slew them upon reanimating.  The symptoms of decay will also be present as many freshly spawned zombies will be bloated, have patches of skin sloughing from their bodies, or even trailing entrails from exploded abdomens.  While a zombie may resemble the person they were before, there is nothing at work within the head except mindless hunger.  Zombies stumble through their existence in a perpetual state of mindlessness only able to heed their master’s orders.  This fact of the zombie’s mind makes them invaluable warriors for a necromancer in need.  Zombies are direct and will shamble off towards their quarry without so much as a second thought to their own safety.  It’s been noted that some zombies have walked through fires or pits of acid in order to reach their enemies.  Once they reach their target, zombies will pummel and bite at their enemy until either they or the enemy fall in the tussle.  Zombies may also wield weapons, though not cleverly; zombies will not be able to reclaim a weapon should they be disarmed as the lack of weapon will simply drive them to claw with their broken hands.  The magic which binds the zombie to the mortal plane is tricky to the uninitiated as well, so please be warned young adventurers!  Should you fell a zombie, be aware that the creature may not be fully dead for the second time; you should always be sure to wait and see if the beast attempts to rise once more before wandering deeper into the dungeon.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Neutral Evil","race":null,"type":"Undead","environment":"Urban","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 316","class":{}},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":[],"custom":"understands the languages it knew in life but can't speak"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ani":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ste":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"sur":{"value":0,"ability":"wis","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"KfEs7N8n2rnnVvlr","sort":0,"flags":{},"img":"systems/sw5e/tokens/undead/Zombie.png","token":{"flags":{},"name":"Zombie","displayName":20,"img":"systems/sw5e/tokens/undead/Zombie.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"NAISFPoNNgUCsEyW","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"Ed7XgnZu9qRs3qdn","name":"Slam","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

The Zombie attacks with its Slam.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"RDeCoZRniQBNq0rX","name":"Undead Fortitude","type":"feat","data":{"description":{"value":"

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw.

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The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option.

An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

The treant magically animates one or two trees it can see within 60 feet of it.

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While the treant remains motionless, it is indistinguishable from a normal tree.

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The treant makes two slam attacks.

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Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

The Treant attacks with its Rock.

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The treant deals double damage to objects and structures.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

The Treant attacks with its Slam.

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The dragon can breathe air and water.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

The Young Bronze Dragon attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

\n
\n

The dragon breathes in!

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*Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

\n
\n

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The Young Bronze Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+6 to hit,, 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

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The Giant Constrictor Snake attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage.

\n

The target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

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\n

The Giant Constrictor Snake attacks with its Constrict. The target is grappled. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

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The pudding can move through a space as narrow as 1 inch wide without squeezing.

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A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes.

\n

After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

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\n

A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes.

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The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage.

\n

In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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\n

The Black Pudding attacks with its Pseudopod. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers.

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When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 Hit Points. Each new pudding has Hit Points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

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\n

The pudding splits into two new puddings. New puddings are one size smaller than the original pudding.

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Token artwork by Forgotten Adventures.

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Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

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This power assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the power must make a Wisdom saving throw otherwise it will be affected by the power.

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An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

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At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the power ends for this target.

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Higher Levels. When you cast this power using a level power slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher power slot to 4.

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You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

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At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the power has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

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The glabrezu's powercasting ability is Intelligence (power save DC 16). The glabrezu can innately cast the following powers, requiring no material components:

\n

At will: darkness, detect magic, dispel magic

\n

1/day each: confusion, fly, power word stun

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The glabrezu has advantage on saving throws against powers and other magical effects.

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The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one power.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

The Glabrezu attacks with its Pincer. If the target is a Medium or smaller creature, it is grappled.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

The Glabrezu attacks with its Fist.

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The hag can breathe air and water.

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\n

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success.

\n

If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

\n
\n

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a Wisdom saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

The Sea Hag attacks with its Claws.

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The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must make a Wisdom saving throw against this magic.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

\n

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

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\n

Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

\n

The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

\n
\n

The Chuul attacks with its Pincer. The target is grappled if it is a Large or smaller creature.

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\n

One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

\n

Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

One creature grappled by the chuul must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The chuul can breathe air and water.

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The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

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The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic power but isn't itself magical.

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A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

\n

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

\n
\n

The Death Dog attacks with its Bite. If the target is a creature, it must make a Constitution saving throw. Every 24 hours that elapse, the creature must repeat the saving throw.

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The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

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The dog makes two bite attacks.

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Sturdy and dutiful, ponies represent a small fraction of the horse breeds currently catalogued. It should be clear that for all identification purposes, ponies are not young horses. Ponies are classified by the naturalists of our lands as any horse who is under a height of 14 hands total. Thus, ponies are simply nothing more than small horses. Ponies often make treasured gifts to the children of upper class society as they are prized for their beauty and calm demeanor. Ponies are also used by the small folk of the realm in a way very similar to how a human would utilize a full-sized horse. It seems the relative scale of the pony is quite pleasing to the halflings and gnomes. I would thus ask you to look for our entries on draft horses, war horses, or simply horses to learn more about the varieties of horses who are described there in further detail.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Urban","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 335","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"B3XQZKLaaIqhaEFM","sort":800000,"flags":{},"img":"systems/sw5e/tokens/beast/Pony.png","token":{"flags":{},"name":"Pony","displayName":20,"img":"systems/sw5e/tokens/beast/Pony.png","tint":null,"width":1,"height":1,"scale":1.5,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PHO4J98zK2p4KNyc","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"bDVZoB8Y0b3nkveO","name":"Hooves","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

The Pony attacks with its Hooves.

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Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

\n

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

\n

","public":""},"alignment":"Any Alignment","race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"powerLevel":5,"xp":{"value":450},"source":"MM pg. 348","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"any two languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"med":{"value":2,"ability":"wis","mod":3,"bonus":0,"passive":17,"prof":4,"total":7},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"per":{"value":1,"ability":"cha","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"rel":{"value":2,"ability":"int","mod":1,"bonus":0,"passive":15,"prof":4,"total":5},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3}},"powers":{"power1":{"value":4,"override":null,"max":4},"power2":{"value":3,"override":null,"max":3},"power3":{"value":2,"override":null,"max":2},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"B3XQZKLaaIqhaEFM","sort":900000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Priest","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PVD5wRdyO7iCJPs1","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"bndaCEOeIP8RgbU1","name":"Chain Shirt","type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":"50","attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":500001,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"J12x6xIwx1aCEm1e","name":"Powercasting","type":"feat","data":{"description":{"value":"

The priest is a 5th-level powercaster. Its powercasting ability is Wisdom (power save DC 13, +5 to hit with power attacks). The priest has the following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): cure wounds, guiding bolt, sanctuary

\n

2nd level (3 slots): lesser restoration, spiritual weapon

\n

3rd level (2 slots): dispel magic, spirit guardians

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"xjPENqE1TkASETCm","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"tH6t3jEFN0mV3rkr","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"zqrrds5FRY4p6j1q","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"IuZhkaFDV6WSInX2","name":"Guiding Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]},{"_id":"v6PLMmOtGJLqMa0M","name":"Sanctuary","type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"6feFqORsAsNUdDcU","name":"Lesser Restoration","type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"Rj6fh9Sg59QTCHkm","name":"Spiritual Weapon","type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]},{"_id":"B7ua27ZJHMU3u4s8","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"YTklaGLgraq2WiH0","name":"Spirit Guardians","type":"power","data":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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As a bonus action, the priest can expend a power slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit.

This benefit lasts until the end of the turn. If the priest expends a power slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

As a bonus action, the priest can expend a power slot to cause its melee weapon attacks to magically deal an extra radiant damage to a target on a hit.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

The Priest attacks with its Mace.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]},{"_id":"noxyV6bnkRwU1Hqr","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

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\n

Author’s Note:  Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":null,"cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"Swarm","class":{},"size":"med"},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["bludgeoning","piercing","slashing"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","prone","restrained","stunned"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"rjehyX85FDoydEwV","sort":2300000,"flags":{},"img":"systems/sw5e/tokens/beast/SwarmBats.png","token":{"flags":{},"name":"Swarm of Bats","displayName":20,"img":"systems/sw5e/tokens/beast/SwarmBats.png","tint":null,"width":1,"height":1,"scale":1.25,"lockRotation":false,"rotation":45,"vision":false,"dimSight":0,"brightSight":60,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PcZ0QjIG6bHpffp9","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"0NpX1YUDTXjgIm23","name":"Bites","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+4 to hit,, 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Bats attacks with a flurry of Bites.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

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The swarm can't use its blindsight while deafened.

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The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

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The worm makes two attacks: one with its bite and one with its stinger.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage.

If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

The Purple Worm attacks with its Bite. If the target is a Large or smaller creature, it must make a Dexterity saving throw.

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Melee Weapon Attack:+9 to hit,, 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage.

The target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

The Purple Worm attacks with its Tail Stinger. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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The specter can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The specter can move through other creatures and objects as if they were difficult terrain.

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Melee Power Attack:+4 to hit,, 5 ft., one creature. Hit: 10 (3d6) necrotic damage.

The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The Specter attacks with its Life Drain.The target must make a Constitution saving throw.

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While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The shadow can move through a space as narrow as 1 inch wide without squeezing.

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While in dim light or darkness, the shadow can take the Hide action as a bonus action.

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The shadow can take the Hide action as a bonus action.

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While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage.

The target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

The Shadow attacks with its Strength Drain.

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The dragon can breathe air and water.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Young Gold Dragon attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Young Gold Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw.

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**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 30-foot cone. Each creature in that area must make a Strength saving throw.

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Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

\n

NOTE: the stats of this weapon have changed reflecting it being wielded by a creature with the \"Brute\" feature.

\n
\n

The Bugbear attacks with its Morningstar.

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If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

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A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

The Bugbear attacks with its Javelin.

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Token artwork by Forgotten Adventures.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

The Gnoll attacks with its Bite.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

The Gnoll attacks with its Spear.

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Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

The Gnoll attacks with its Longbow.

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Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a Wisdom saving throw.

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The pit fiend has advantage on saving throws against powers and other magical effects.

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The pit fiend's weapon attacks are magical.

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The pit fiend's powercasting ability is Charisma (power save DC 21). The pit fiend can innately cast the following powers, requiring no material components:

\n

At will: detect magic, fireball

\n

3/day each: hold monster, wall of fire

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This power has no effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, selected by you when you cast this power, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

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Melee Weapon Attack:+14 to hit,, 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Pit Fiend attacks with its Bite. The target must succeed on a DC 21 Constitution saving throw or become poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.

The Pit Fiend attacks with its Claw.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

The Pit Fiend attacks with its Mace.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

\n

The Pit Fiend attacks with its Tail.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Ogre Zombie attacks with its Morningstar.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Insects attacks with a flurry of Bites.

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If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage.

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If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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\n

If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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The Rhinoceros attacks with its Gore.

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Native to jungles and tropical climates, flying snakes are unique little reptiles favored by those with the determination to domesticate them. Almost a carbon copy of the ground-dwelling common snakes, the flying snake has simply evolved wings by some uncanny biological need or magical meddling. These thin, membrane lined wings allow the snake to clumsily glide through the air, avoiding the clutter of the jungle floor with ease. Brightly colored with glittering veridian scales, these flying serpents are truly beautiful to behold as they glide, lithe and swooping, through the canopy of vines and dense foliage. The thin little windmasters have often found themselves in the service of jungle cultists or tribal magic wielders. With some coaxing and gentle attempts at domestication, the owner may be rewarded with a unique and uncannily loyal ally to curl about their forearm on any number of adventures. Some have even utilized these reptiles as messengers as they are small and may journey through the treetops in relative secrecy!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

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The Flying Snake attacks with its Bite.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+16 to hit,, 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (2d10) lightning damage.

\n

The Ancient Blue Dragon attacks with its Bite.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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Melee Weapon Attack:+16 to hit,, 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

The Ancient Blue Dragon attacks with its Claw.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

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Melee Weapon Attack:+16 to hit,, 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

The Ancient Blue Dragon attacks with its Tail.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 ([[/r 2d6+9]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+9 to hit,, 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

The Stone Giant attacks with its Greatclub.

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The giant makes two greatclub attacks.

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Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

The Stone Giant attacks with its Rock. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

If a rock or similar object is hurled at the giant, the giant can catch the missile and take no bludgeoning damage from it.

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The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Large and highly aggressive, the avian Axe Beak has maintained a well-earned reputation as an animal not to be toyed with.  Hailing from grassy plains to thick and sweltering jungles, the Axe Beak resembles the flightless emu in both size and appearance.  The Axe Beak sports a rounded, plump body resting upon two powerful legs built for running and kicking at high speeds.  From the body sprouts a long and graceful neck ending in an unfeathered head tipped with a sharp, wedge-shaped beak.  This beak (reminiscent of a hatchet) is what gives the creature its fearsome name.

\n

Let Me Axe You a Question. Axe Beaks have been studied for quite some time, as their flightless footsteps have been tracked for thousands of years by biologists.  An ancient and relatively unchanged species, the Axe Beak is most notable (aside from the beak) for its temper.  Axe Beaks are incredibly territorial animals and have been known to chase down intruders within their territory for miles before finally calling off the attack.  Shockingly, some Axe Beaks have been domesticated through rigorous, consistent interaction with humanoids.  These beasts may act as riding animals and are powerful enough to support a fully grown Orc warrior.  During battle, should one be unfortunate enough to cross the bird, the Axe Beak will swing its powerful neck in a chopping arc to bring its sharpened beak down upon any unfortunate foe.  Should their beak (which has been known to sever limbs and pierce plate armor) not be enough, the Axe Beak may turn and deliver a devastating kick with one of its powerful, clawed feet.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

\n

The Axe Beak attacks with its Beak.

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\n

Author’s Note: Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The bat can't use its blindsight while deafened.

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

\n

The Giant Bat attacks with its Bite.

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A label of pure disrespect the caste of citizens in our realm known as the “Commoner” are anything but! Commoners come in all races, social classes, professions, and personalities. Be they a sly Dragonborn merchant, a boisterous Human tavern owner, or an elvish glassblower of supreme skills, the commoner befits those often outside the nobility. Commoners may be intelligent or foolish, mighty or cowardly; certainly a commoner should be admired for their uniqueness in our world. A commoner may be found wherever humanoids exist: cities, villages, out on the roads, forests, mountains, anywhere that has felt the touch of humanoids you may find a commoner there.

\n

Power to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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\n

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

\n

The Commoner attacks with their Club.

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Token artwork by Forgotten Adventures.

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If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage.

\n

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes extra slashing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Recharges after a short or long rest.

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\n

If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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The Giant Boar attacks with its Tusk.

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Token artwork by Forgotten Adventures.

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If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

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\n

If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on Strength saving throw.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

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The Warhorse attacks with its Hooves.

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The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

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The hippogriff makes two attacks: one with its beak and one with its claws.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

The Hippogriff attacks with its Beak.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

The Hippogriff attacks with its Claws.

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Shriekers are the most common natural alarm systems found deep within the caverns of the Underdark. Shriekers are massive, humanoid sized mushrooms with porous caps bearing an off-white coloration. Should the Shrieker remain completely still, no observer save those versed in Underdark mycology would notice that this fungus serves another purpose. Upon coming into contact with the Shrieker (typically within a distance of thirty feet) the mushroom will emit a loud, high pitched screech which can alert any creature within three hundred feet in all directions. Tread with caution through the mushroom patches of the Underdark adventurers, should stealth fail you, the Shrieker will be there to alert any foe within earshot!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Plant","environment":"Underdark","cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 138","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","deafened","frightened"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ani":{"value":0,"ability":"wis","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"arc":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ath":{"value":0,"ability":"str","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"dec":{"value":0,"ability":"cha","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"his":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"itm":{"value":0,"ability":"cha","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"inv":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"med":{"value":0,"ability":"wis","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"nat":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"prc":{"value":0,"ability":"wis","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prf":{"value":0,"ability":"cha","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"per":{"value":0,"ability":"cha","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"rel":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ste":{"value":0,"ability":"dex","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"sur":{"value":0,"ability":"wis","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"rjehyX85FDoydEwV","sort":1000000,"flags":{},"img":"systems/sw5e/tokens/plant/Shrieker.png","token":{"flags":{},"name":"Shrieker","displayName":20,"img":"systems/sw5e/tokens/plant/Shrieker.png","tint":null,"width":1,"height":1,"scale":0.8,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":30,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"TaK6nQMGqZ0y8gt7","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"Cvw6LMtbxmSBvVoZ","name":"Shriek","type":"feat","data":{"description":{"value":"

When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward

When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it.

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While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

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Putrid little runts… they ambushed us on the trail before we’d even been made aware we’d entered their “king’s” territory.  They attacked from out of the bushes like a tidal wave of bodies crashing into our cart, all the while gibbering in their foul, snarl of a tongue.  We should have been prepared for them, I recall their weaponry was so poor one bugger was swinging half a broom handle with a small iron spike driven through; nonetheless, they overwhelmed us with their surprise attack and made off with a hefty share of the camp’s rations for the next month.
Captain Will Freidmont of the Upper Wilds Valdyrguard.

\n
\n

Goblins are evil creatures of diminutive stature who exist in almost every corner of the natural world as a constant yet generally manageable threat.  Hailing from a group of creatures called goblinoids (which includes bugbears and hobgoblins), the goblin is a foul humanoid measuring no larger than the average halfling.  Goblins have skin tones varying from light clay to deep chestnut brown to a sickly, acidic green, their hair is thin and greasy, and within their jaws rest cracked and sharpened teeth.  Together with their foaming fellows, goblins form loose collectives or tribes so their power can stand pronounced in numbers.  The tribal life also allows for a crude caste system to erupt from the goblin’s chaotic politics.  All goblins have something to offer to the tribe, be they foragers, slavers, or warriors.  If they cannot contribute, they die.

\n

We Live in a Society.  Capricious to the last, goblins crave nothing more than power and domination of all others around them by any means (including those methods dangerous to the goblin).  Those goblins who possess enough might or cleverness may ascend to the rank of Goblin Boss and command a lair consisting of several dozens goblinoid fellows.  Should ambition prove overwhelming, the boss in rare cases may subjugate nearby lairs of rival goblinoids and crown themselves a Goblin Queen/King.  It has been documented that in one particular case, Queen Greld the Gutripper was able to enslave a camp containing hundreds of orcs, then laid siege to the city of Westerholt close by and sacked the entire city.

\n

Gnash and Bite, Trick and Trap. Goblins maintain some of the most chaotic lairs within the known world, and to accomplish this the goblins require a plethora of slaves.  Not always willing to murder those they plunder, goblins and their kin are known slavers, spiriting away captured humans from merchant wagons to contruct their insidious dungeons.  WIthin a goblin lair is all manner of trap: tunnels leading nowhere, narrow passages no human could pass through, arrow slits, pits lined with spikes, and of course a multitude of alarms to warn the tribe of any impending danger.  Goblins utilize chaotic placement within their lairs to throw off intruders from their hard earned loot which is kept safe within the lair’s heart.

\n

And They Dance About the Flames. Goblins, though commonly thought of as greedy and stupid, leave their chaotic tendancies behind when it comes to the structure of religious worship.  They are beholden in particular to The God of the Goblins, also called They Who Lurk Beneath, who acts as chief of all other gods to the goblinoids.  This god encourages acts of violence, blind cruelty, enslaving others, as well as war amongst the enemies of the goblins.  Goblin tribes will join together in times of worship to dance, perform rituals with blood and bone, build massive bonfires, and sew chaos throughout the lair all in devotion to their evil benefactor.  Goblins, fueled by the spirit of the revelry, will then be exceedingly aggressive and volatile for the days after, raging through the surrounding area to sate the thirst of their cruel god.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/armor/shield.png","effects":[]},{"_id":"SxVatHq02vURYDt3","name":"Nimble Escape","type":"feat","data":{"description":{"value":"

The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

\n

The Goblin attacks with its Scimitar.

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Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Goblin attacks with its Shortbow.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + 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Lord","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"UFW8M3JHzHkxUEGM","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"ISOpXpsJlAyPtreQ","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"AW5LdjlVjV1cRaOy","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"QgwOynbi1sYRiWVL","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"5FOjIEpgif56pCaS","name":"Guiding Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]},{"_id":"Ly9NpLnNDMXv6EiS","name":"Shield of Faith","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"M8U9Hy7axIAZY9Hu","name":"Hold Person","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]},{"_id":"7K61kAUHxj3STLNR","name":"Silence","type":"power","data":{"description":{"value":"

For the Duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Power that includes a verbal component is impossible there.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-1.jpg","effects":[]},{"_id":"fI46NAQa0o0Zg6qV","name":"Spiritual Weapon","type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]},{"_id":"8N1nF4IWIfuFvPtW","name":"Animate Dead","type":"power","data":{"description":{"value":"

This power creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-2.jpg","effects":[]},{"_id":"NNKQuZzTjMoTHhTa","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"llf7Y7s3ODcBJ6FD","name":"Divination","type":"power","data":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The power doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional powers or the loss or gain of a companion.

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a sacrificial offering appropiate to your religion, together worth at least 25gp, which the power consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-2.jpg","effects":[]},{"_id":"h13yvCayYwAIiYoP","name":"Guardian of Faith","type":"power","data":{"description":{"value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

\n

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-3.jpg","effects":[]},{"_id":"CVK9JHYEvTdfpsm9","name":"Contagion","type":"power","data":{"description":{"value":"

Your touch inflicts disease. Make a melee power attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

\n

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the power ends.

\n

Since this power induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

\n

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

\n

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

\n

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

\n

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion power during combat.

\n

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

\n

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]},{"_id":"7UVJZmojKddOIVzm","name":"Insect Plague","type":"power","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]},{"_id":"8Lxmaq0rmhrOEj8c","name":"Harm","type":"power","data":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Hit Points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]},{"_id":"Os0eEymWpLTVR2Xv","name":"Blinding Dust","type":"feat","data":{"description":{"value":"
\n

Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

\n
\n

Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"con","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1825000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_15.jpg","effects":[]},{"_id":"3PBv68cIzTlrzcYe","name":"Blasphemous Word","type":"feat","data":{"description":{"value":"
\n

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

\n
\n

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1950000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]},{"_id":"sjY1jcYS6PdmZYKH","name":"Channel Negative Energy","type":"feat","data":{"description":{"value":"

The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1850000,"flags":{},"img":"systems/sw5e/icons/skills/violet_06.jpg","effects":[]},{"_id":"JxFTskCIHyVwp7fF","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The mummy lord has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"AEc5FXdpe3M7KHQI","name":"Rejuvenation","type":"feat","data":{"description":{"value":"

A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

A destroyed mummy lord gains a new body in 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-3.jpg","effects":[]},{"_id":"FeMPdVmbrjP2L3CO","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The mummy lord is a 10th-level powercaster. Its powercasting ability is Wisdom (power save DC 17, +9 to hit with power attacks). The mummy lord has the following cleric powers prepared:

\n

Cantrips (at will): sacred flame, thaumaturgy

\n

1st level (4 slots): command, guiding bolt, shield of faith

\n

2nd level (3 slots): hold person, silence, spiritual weapon

\n

3rd level (3 slots): animate dead, dispel magic

\n

4th level (3 slots): divination, guardian of faith

\n

5th level (2 slots): contagion, insect plague

\n

6th level (1 slot): harm

\n
\n

The mummy lord is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"xZSeAPj02NKne0AK","name":"Multiattack","type":"feat","data":{"description":{"value":"

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"M6t9H8pMhzQxM9qv","name":"Rotting Fist","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage.

If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse power or other magic.

The Mummy Lord attacks with its Rotting Fist. If the target is a creature, it must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+@mod","bludgeoning"],["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"yHydHrxw4vlDlyjf","name":"Dreadful Glare","type":"feat","data":{"description":{"value":"

The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn.

If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

The mummy lord targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must make a Wisdom saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1650000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_11.jpg","effects":[]},{"_id":"und47mebgauAcPu4","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The mummy lord can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

\n
\n

The mummy lord can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"NMN6cq7RkU8ccxKF","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"IL0u33pW96t5O04m","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"MVq9wNMasHT5Cr1J","name":"Attack","type":"feat","data":{"description":{"value":"

The mummy lord makes one attack with its Rotting Fist or uses its Dreadful Glare.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_28.jpg","effects":[]},{"_id":"o7UvUGPaF9cnGcQi","name":"Whirlwind of Sand","type":"feat","data":{"description":{"value":"

The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2050000,"flags":{},"img":"systems/sw5e/icons/skills/fire_11.jpg","effects":[]}],"effects":[]} +{"_id":"UR2gWLFHmFwG7ReH","name":"Awakened Tree","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"dex":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8}},"attributes":{"ac":{"value":13,"min":8},"hp":{"value":59,"min":0,"max":59,"temp":0,"tempmax":0,"formula":"7d12 + 14"},"init":{"value":0,"bonus":0,"mod":-2,"total":-2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":1140,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

An awakened tree is an ordinary tree given sentience and mobility by the awaken power or similar magic.

\n

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While the tree remains motionless, it is indistinguishable from a normal tree.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

\n

The Awakened Tree attacks with its Slam.

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Slithering through the undergrowth of the jungle floor, a long silhouette glides soundlessly over the leaf litter stalking something yet unseen.  The beast is thick about its tubular body, the entire length rimmed with bands of muscle strong enough to suffocate a fully grown deer.  With a stout, club-shaped head and probing tongue, the constrictor snake shimmies ever-so stealthily towards its quarry.  Setting its dulled vision upon the rodent, the snake tastes the air with its forked tongue and pinpoints the rat’s position.  The hunt is over in a flash: striking like an arrow loosed from a bow, the snake sinks its needle-like fangs into the rat’s body before winding coil after coil of its body tightly around the rodent’s chest so it can crush and squeeze the last breath from the tiny beast’s body.  In a single, ugly gulp, the rat disappears into the snake.  Constrictor snakes inhabit, primarily, the jungles of the world and utilize their clever camouflage flecked scales to blend into the surrounding foliage.  Unlike their more venomous cousins, these snakes do not bear the hollow fangs to deliver a deadly dose of neurotoxin; rather, these snakes rely on their brute strength to strangle the life out of their victims.  While most constrictors are no threat to the average humanoid, there are some species large enough to consume a fully grown pony.  Beware the waters and thick brush of the jungle floor as this is where these deadly beasts prefer to hide.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

\n

The Constrictor Snake attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage. The target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

\n

The Constrictor Snake attacks with its Constrict. The target is grappled. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

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Mephits are tiny, humanoid creatures who hail from the elemental planes.  As chaotic as their homeland, mephits are similar in nature to devilish imps and thrive in places where they can sew discord and oppress others of their kind.  Steam mephits are an amalgamation of both water and fire mephits who consider themselves to be the most superior of all mephit varieties.  The shrill little creatures stand only a foot or so in height, their body composed of living steam coalesced into a spindly humanoid form, one end tapering into a pointed beak-like nose.  These mephits hail from the plane set between the elemental plane of fire and elemental plane of water.  This “steam plane” is a boiling, humid world marred by pocked and barren rocky outcrops jettisoning geysers of steam hundreds of feet into the air.  A human unprotected in this environment would see their skin blister away right before their eyes boil from their sockets like runny eggs.  To the steam mephit, however, this is a paradise.  Steam mephits are skilled in very minor magics used to aid them in their tenuous existence on the plane of steam.  The mephit is also able to unleash a small jet of superheated steam from its mouth to scald its enemies should it need to.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

The Steam Mephit attacks with its Claws.

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When the mephit dies, it explodes in a cloud of steam.

Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must make a Dexterity saving throw.

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The mephit can innately cast blur, requiring no material components. Its innate powercasting ability is Charisma.

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The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a Dexterity saving throw.

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A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

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Token artwork by Forgotten Adventures.

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The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Worg attacks with its Bite. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage.

If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

The Remorhaz attacks with its Bite. If the target is a creature, it is grappled. Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

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A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes fire damage.

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The remorhaz makes one bite attack against a Medium or smaller creature it is grappling.

If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.

The Remorhaz attacks with its Swallow.

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The dragon can breathe air and water.

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Melee Weapon Attack:+12 to hit,, 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

The Adult Bronze Dragon attacks with its Bite.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

The Adult Bronze Dragon attacks with its Claw.

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Melee Weapon Attack:+12 to hit,, 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

The Adult Bronze Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"ZDVExJaMLcCwOcyq","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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\n

The dragon uses one of the following breath weapons.

\n

**Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"Irqf7lAff02Flboj","name":"Lightning Breath","type":"feat","data":{"description":{"value":"
\n

**Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]},{"_id":"TlmOXrpIxG13apJr","name":"Repulsion Breath","type":"feat","data":{"description":{"value":"
\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":19,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]},{"_id":"jwbM0YJCiaOuH9fv","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"7UhgJ951z7hjLmBu","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":"wis","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"JOKHSoiYvCINS119","name":"Tail Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"Ls6rBLfLiVx1xTaD","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"WoixfK4f9t5yZ9XN","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"ygGwKyrOo5J2gWKh","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Token artwork by Forgotten Adventures.

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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

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The Giant Owl attacks with its Talons.

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Mules are sturdy beasts of burden whom thrive in any climate of our marvelous world. The offspring of a horse and donkey, the now sterile, stubborn mule provides a plentiful sum of benefits from both of its progenitors. Mules can be difficult to tell apart from the common donkey; however, they are easily identified by several features: Mules are taller on average than a donkey with a flatter spine and shorter ears in comparison to a donkey's notoriously floppy ears. Something they retain from their parents is their surefooted nature, allowing mules to pass through difficult terrain such as muddy trails and rocky outcrops with more ease than other beasts. Beware the ass-end of this quiet creature, however, as mules have a mighty kick which they can deliver at force behind themselves much like a horse. Mules make excellent beasts of burden for the traveling merchant or road-bound adventuring party who needs an extra hoof or four to carry along their well-earned spoils. Why not take a mule, young adventurer, should you wager your next gambit at the hands of the goblins will provide you with ample reward?

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

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The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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The Mule attacks with its Hooves.

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The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

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The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form.

Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The fiend can use its action to polymorph into a humanoid, or back into its true form.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

The Succubus/Incubus attacks with its Claw.

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One humanoid the fiend can see within 30 feet of it must make a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands.

If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

One humanoid the fiend can see within 30 feet of it must make a Wisdom saving throw.

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The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one.

The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The target must make a Constitution saving throw against this magic.

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The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

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Token artwork by Forgotten Adventures.

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The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

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Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

The Rust Monster attacks with its Bite.

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The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it.

If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

The rust monster corrodes a ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it.

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Weasels dwell in a variety of locations from snowy tundra, to pine forests, to the open flowery plains of our planet. Weasels are tiny, long bodied mammals reaching approximately eight inches in length and bearing coat colorations ranging from chestnut brown to pale white. The weasel’s long body allows it to easily wedge itself into a rodent’s burrow and pull the critter out for a tasty meal. Weasels make quite effective pest controllers in their territories as they eat multitudes of rodents annually. These little cleaners are, however, often considered to be pests in their own right; farmers across the countryside report that their poultry is killed or stolen away by sneaky weasels making their way into their chicken coops. While not the most deadly mammal in the world, the weasel does pack a nasty, sharp-toothed bite. Keep your curious fingers out of any small rodent burrows you find, lest you end up provoking a weasel during his well-earned meal.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

\n

The Weasel attacks with its Bite.

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\n

Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage.

\n

If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

\n
\n

The Ankheg attacks with its Bite.

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\n

The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled.

\n

Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals extra radiant damage (included in the attack).

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The planetar knows if it hears a lie.

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The planetar's powercasting ability is Charisma (power save DC 20). The planetar can innately cast the following powers, requiring no material components:

\n

At will: detect evil and good, invisibility (self only)

\n

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

\n

1/day each: commune, control weather, insect plague

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-3.jpg","effects":[]},{"_id":"uckU6zjyrjGJ4ODK","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":20,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"cbFJQzrSdDMwuA6e","name":"Flame Strike","type":"power","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-3.jpg","effects":[]},{"_id":"PkK73wFtbXRz5zlC","name":"Raise Dead","type":"power","data":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This power also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This power doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the power, they take effect when the creature returns to life. The power can't return an undead creature to life.

This power closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the power automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

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You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

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You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
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Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

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The planetar has advantage on saving throws against powers and other magical effects.

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The planetar makes two melee attacks.

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Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

The Planetar attacks with its Greatsword.

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The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

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\n

Melee Weapon Attack:+6 to hit,, 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

\n

The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Swarm of Poisonous Snakes attacks with a flurry of Bites. The target must make a Constitution saving throw.

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The avatar can move through other creatures and objects as if they were difficult terrain.

\n

It takes 5 (1d10) force damage if it ends its turn inside an object.

\n
\n

The avatar can move through other creatures and objects as if they were difficult terrain.

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The avatar is immune to features that turn undead.

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\n

The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

\n
\n

The avatar sweeps its spectral scythe through a creature within 5 feet of it.

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Scorpions are one of nature’s odd mismatches of evolution which then successfully thrives within our natural world. Cousin to the common spider, a scorpion bears nearly no resemblance to the web-spinner beyond its eight legs. Scorpions host a segmented body that culminates in a long, knob-ended tail bearing a needle-like stinger upon its end. This stinger bears a venomous toxin which can range from mildly irritating to direly deadly depending upon the species. At the other end of the scorpion’s body lay two crab-like claws that aid it in gripping prey while the scorpion’s venom works through the unfortunate insect’s body.

\n

Chitin and Hate. Scorpions may live in a variety of environments, but they are most numerous in deserts and dusty plains. These little arachnids find solace from the harsh rays of the sun within scrub brush, under rocks, and within stolen burrows deep below the earth. From these nestled hideouts the scorpion can quickly lash out at any unsuspecting morsel who wanders into their domain. Make doubly sure to carry an antitoxin in your pack when venturing out into the desert, adventurer, for within a hero’s sturdy boots is one of the scorpion’s favorite places to hide.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Desert","cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 337","class":{}},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"arc":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ath":{"value":0,"ability":"str","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"his":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"med":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"prc":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"rel":{"value":0,"ability":"int","mod":-5,"bonus":0,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"rjehyX85FDoydEwV","sort":3200000,"flags":{},"img":"systems/sw5e/tokens/beast/ScorpionSand.png","token":{"flags":{},"name":"Scorpion","displayName":20,"img":"systems/sw5e/tokens/beast/ScorpionSand.png","tint":null,"width":1,"height":1,"scale":0.8,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Y0vxQVF7w2P38FK2","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"ltue5DUb1SZfphHE","name":"Sting","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

\n

The target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Scorpion attacks with its Sting. The target must make a Constitution saving throw.

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\n

Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration power or other magic.

\n
\n

The Clay Golem attacks with its Slam. If the target is a creature, it must make a Constitution saving throw.

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\n

Recharge 5-6.

\n
\n

Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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The golem has advantage on saving throws against powers and other magical effects.

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\n

Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see.

\n

If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

\n
\n

The golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself.

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The golem is immune to any power or effect that would alter its form.

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The golem's weapon attacks are magical.

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Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

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The golem makes two slam attacks.

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Mastiffs are a large, muscular breed of loyal canine who are often found standing dutifully at their Master's side or guarding precious cargo upon less secure roads. Standing tall with a soft, tan coat, Mastiffs are often identified by their wrinkled and jowly face, the jaws of which are constantly oozing a steady stream of hot drool. Mastiffs are intelligent companions who can be trained from an early age as guard and hunting animals. Armed with stout jaws lined with deadly sharp teeth, a Mastiff is certainly a worthy challenge for any bandit who dares to run afoul the dog's Master. I have even observed these dogs working as beasts of burden and comfortable mounts for the smaller folk (halflings and gnomes) of the countryside. Here, the Mastiff replaces the horse in such duties as pulling carts, working as plow animals, and delivering parcels as swift courier beasts. Should you need a companion not bent towards droning conversation, perhaps indulge in a Mastiff to keep you company upon the lonely roads of our world. Just… watch out for the drool.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

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If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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The Mastiff attacks with its Bite. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

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Token artwork by Forgotten Adventures.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Wasps attacks with a flurry of Bites.

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Deep below the earth, luminous swarms of black-shelled Giant Fire Beetles may be found by curious explorers. Though giant in only the relative sense to their non-illuminated cousins, the Giant Fire Beetle typically spans the width of an adult human’s hand. These tiny, docile titans content themselves in scuttling through darkened places such as caverns, catacombs, and mossy overgrowths in search of scraps to eat or a quiet, damp place in which to make their burrows.

\n

Of Darkness and Light. Curiously enough, due to the species evolving without the natural light of our sun, the poor creature is completely blind. The Giant Fire Beetle, however, is not totally without senses. Using specialized antenna, these hardy insects are able to “see” the world around them within a slightly limited ranged. The true prize (as so many fledgling adventurers boast) is the orange bioluminescent glands located beneath either side of their mandibles and to the very rear of their abdomen. These firey hued glands are packed with a symbiotic, glowing fungus, which will continue to glow for up to one week once disconnected from their host! Some clever adventurers have taken to capturing live beetles, placing them within empty lanterns to light their way in remote caverns for even longer periods of time.

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In Last Resort. Most often a peaceful insect, Giant Fire Beetles have been observed defending food in times of great hunger; the creatures will rarely flee a tasty morsel should they feel a threat to their meal is near. The Giant Fire Beetle does pack a nasty bite with its sharpened mandibles that may pierce even the toughest boiled leather armor should it feel threatened enough to attack. Take heed when approaching a swarm of these insects lest you suffer some nasty lacerations. Older texts on the nature of beasts do speak of a breed of Giant Fire Beetle that excreted a combustible fluid and ignited the mixture causing severe burns to the unwary. This has never been scientifically proven, but new discoveries happen each day!

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.

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The Giant Fire Beetle attacks with its Bite.

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The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

The Troll attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Troll attacks with its Claw.

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The troll has advantage on Wisdom (Perception) checks that rely on smell.

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The troll makes three attacks: one with its bite and two with its claws.

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\n

The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

\n
\n

The troll regains 10 hit points at the start of its turn.

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Token artwork by Forgotten Adventures.

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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

\n

The Deep Gnome (Svirfneblin) attacks with its War Pick.

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The gnome's innate powercasting ability is Intelligence (power save DC 11). It can innately cast the following powers, requiring no material components:

\n

At will: nondetection (self only)

\n

1/day each: blindness/deafness, blur, disguise self

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For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical Scrying sensors.

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You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]},{"_id":"oGw5u15d1SZaw3o0","name":"Blur","type":"power","data":{"description":{"value":"

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"4ParUzoYd3cJTzLr","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":11,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]},{"_id":"YuhirWYJsQfL6zo5","name":"Poisoned Dart","type":"weapon","data":{"description":{"value":"
\n

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

\n

The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The Deep Gnome (Svirfneblin) attacks with its Poisoned Dart. The target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0.25,"price":null,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":600001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dart.png","effects":[]}],"effects":[]} +{"_id":"ZQTCZfTV9ZoTjNCU","name":"Homunculus","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8}},"attributes":{"ac":{"value":13,"min":12},"hp":{"value":5,"min":0,"max":5,"temp":0,"tempmax":0,"formula":"2d4"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":20,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":30,"pct":0,"encumbered":false}},"details":{"biography":{"value":"
\n

Begin your ritual in complete silence and scribe the runic circles upon the floor of your chamber in pure white chalk. Next, mold a simple poppet of your desired servant out of wet clay pulled from a local source and place the poppet into the center of your circle making sure it sits upright. Employing the use of a tool, grate your mandrake root into a fine powder and sprinkle the root mixed with both the ashes of your hearth and blood drawn fresh from your body around the runic circle rotating in a counterclockwise motion. With this completed, place your hand within the circle and speak your servant’s chosen name to command it into life. Should you follow these instructions to the letter, your homunculus will spring to life in an instant.”
- Copied from a faded page of Minions and the Menial: Your Guide to Magical Companions.

\n
\n

Alchemical Aids. A homunculus is a manner of minor construct not uncommon to mages and artificers. These squirrel sized companions are molded out of wads of clay and given life through a rare ritual taught to more experienced powercasters. The homunculi have the extraordinary ability to experience the thoughts and senses of their master as the two share a special telepathic bond that may only be broken in death of if one of the parties ventures to a separate plane of existence. The homunculus is also gifted a language upon awakening and may act as a servant, spy, or even simple messenger for their master. It is not at all uncommon to see those in possession of a homunculus to utilize them in completing simple chores about their abodes so the powercaster may focus on more tedious tasks. An odd caveat of this homunculus ritual is that the powercaster may only be in possession of one clay companion at a time; should the caster attempt to create a new homunculus the process with always fail. Unless the creature or powercaster dies, it will remain at the caster’s side as a loyal companion for the whole of their life.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Neutral","race":null,"type":"Construct","environment":null,"cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 188","class":{}},"traits":{"size":"tiny","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","poisoned"],"custom":""},"languages":{"value":[],"custom":"Understands the languages of its creator but cannot speak"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"DuRKNuzI99G8kWWa","sort":800000,"flags":{},"img":"systems/sw5e/tokens/construct/Homonculus.png","token":{"flags":{},"name":"Homunculus","displayName":20,"img":"systems/sw5e/tokens/construct/Homonculus.png","tint":null,"width":1,"height":1,"scale":0.8,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ZQTCZfTV9ZoTjNCU","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"1uXv78I9YByiz6rV","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

The Homunculus attacks with its Bite.The target must make a Constitution saving throw.

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While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

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\n

Author’s Note: Please see below the entry for “Poisonous Snake” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Snakes rank among the most plentiful and diverse reptiles to slither across our planet’s surface.  Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds.  Though there are many species of snake, we will only discuss the poisonous varieties within this article.  Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils.  While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat.  The devious snake, however, has so much more beneath its scaly surface.

\n

Don’t Tread on Me.  Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings.  Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance.  While the creature’s eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them.  Snakes “smell” with their tongues!  Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues.  Within the snake’s mouth lies its most deadly asset in the form of two, hollow fangs.  Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight.  The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs.  Then it’s only a matter of moments until the poor creature is left dead by the snake’s potent toxins.  While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles.  Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Underdark","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 327","class":{},"size":"lg"},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":2300000,"flags":{},"img":"systems/sw5e/tokens/beast/GiantPoisonousSnake.png","token":{"flags":{},"name":"Giant Poisonous Snake","displayName":20,"img":"systems/sw5e/tokens/beast/GiantPoisonousSnake.png","tint":null,"width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ZW39DE2zI3TXVYC9","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"GlOJaYXJFUP0Hd80","name":"Bite","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

\n

The target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Giant Poisonous Snake attacks with its Bite. The target must make a Constitution saving throw.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"dxe0S2Q3d9tYzE7d","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"LVKrEidPWuCPkMiw","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"bNE25ZvSvdKsegoR","name":"Bless","type":"power","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]},{"_id":"2Q0o3SZILV6VWXlZ","name":"Create Food and Water","type":"power","data":{"description":{"value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-1.jpg","effects":[]},{"_id":"dSWyDoj8EPXyFJuz","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"eCVIFct4fCtwSX2w","name":"Lesser Restoration","type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"q4kiZAkIoF8osKbO","name":"Sanctuary","type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"JjughFfXQTXFezgU","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"CAe84N2xiYrbWJtr","name":"Dream","type":"power","data":{"description":{"value":"

This power shapes a creature’s dreams. Choose a creature known to you as the target of this power. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this power. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

\n

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the power. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the power, the messenger knows it, and can either end the trance (and the power) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

\n

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

\n

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power","value":""},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-3.jpg","effects":[]},{"_id":"f3VEj8uY8hu6O9Zp","name":"Greater Restoration","type":"power","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

\n
    \n
  • One effect that Charmed or Petrified the target
  • \n
  • One curse, including the target’s Attunement to a cursed magic item
  • \n
  • Any reduction to one of the target’s Ability Scores
  • \n
  • One effect reducing the target’s hit point maximum
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A diamond dust worth at least 100gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]},{"_id":"ybFJbGjord15IwoC","name":"Scrying","type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"7M1OrMoMMTCEKxta","name":"Bite","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+8 to hit,, 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.

\n

The target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

\n
\n

The Couatl attacks with its Bite. The target must make a Constitution saving throw.

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\n

Melee Weapon Attack:+6 to hit,, 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage.

\n

The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

\n
\n

The Couatl attacks with its Constrict. The target is grappled. Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

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The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

\n

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

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The couatl's powercasting ability is Charisma (power save DC 14). It can innately cast the following powers, requiring only verbal components:

\n

At will: detect evil and good, detect magic, detect thoughts

\n

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

\n

1/day each: dream, greater restoration, scrying

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"3qE2LLHPANSEPmIN","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

The couatl's weapon attacks are magical.

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The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1700001,"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]},{"_id":"eM0R6q0yYa0Fy6L0","name":"Protection from Poison","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

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If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"nF4ZHYj37UstHCUT","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"ftqEpCKoioTST72K","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"tD8Vmsb4B5eqTOJA","name":"Fire Breath","type":"feat","data":{"description":{"value":"

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["18d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"060hAjIEDdMDfVoE","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

The Adult Red Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Adult Red Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"DF0doZR8pYSjsrme","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Adult Red Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"LESSs8CLEr1DEuLM","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"1PppVLNAsjADU0Za","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"ut9yaZWaSkU7bT1h","name":"Tail Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"Q5JDbGOejqXyeaCj","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Token artwork by Forgotten Adventures.

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When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

\n

The Giant Hyena attacks with its Bite.

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The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

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The ettercap ignores movement restrictions caused by webbing.

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The ettercap makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.

The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Ettercap attacks with its Bite. The target must make a Constitution saving throw. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

The Ettercap attacks with its Claws.

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Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing.

As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.

The creature is restrained by webbing. As an action, the restrained creature can make a Strength check, escaping from the webbing on a success.

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Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

The Ancient White Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient White Dragon attacks with its Claw.

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The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon makes a Wisdom (Perception) check.

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The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

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The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+14 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient White Dragon attacks with its Tail.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

The Brass Dragon Wyrmling attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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**Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

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\n

The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw.

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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The elemental makes two slam attacks.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

\n

The Air Elemental attacks with its Slam.

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Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone.

\n

If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

\n
\n

Each creature in the elemental's space must make a Strength saving throw. On a failure, a target is flung up 20 feet away from the elemental in a random direction and knocked prone. If the target is thrown at another creature, that creature must make a Dexterity saving throw or take the same damage and be knocked prone.

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The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["11d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"KRrrjifJpxjJ0zKy","name":"Amphibious","type":"feat","data":{"description":{"value":"

The dragon can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_05.jpg","effects":[]},{"_id":"kuTDtAq2QL2Tmr4h","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

The Young Black Dragon attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","piercing"],["1d8","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"gy0FMKec2tea9YI1","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Black Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"ApR7vtoU4ec7UulE","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]}],"effects":[]} +{"_id":"bfh29vIEoGzI240e","name":"Lich","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":15},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":18},"con":{"value":16,"proficient":1,"min":3,"mod":3,"save":10,"prof":7,"saveBonus":0,"checkBonus":0,"dc":18},"int":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0,"dc":20},"wis":{"value":14,"proficient":1,"min":3,"mod":2,"save":9,"prof":7,"saveBonus":0,"checkBonus":0,"dc":17},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":18}},"attributes":{"ac":{"value":17,"min":13},"hp":{"value":135,"min":0,"max":135,"temp":0,"tempmax":0,"formula":"18d8 + 54"},"init":{"value":0,"bonus":0,"mod":3,"total":3,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"powercasting":"int","prof":7,"powerdc":20,"powerLevel":0,"encumbrance":{"value":0,"max":165,"pct":0,"encumbered":false}},"details":{"biography":{"value":"","public":""},"alignment":"Any Evil","race":null,"type":"Undead","environment":null,"cr":21,"powerLevel":18,"xp":{"value":33000},"source":"MM pg. 202","class":{}},"traits":{"size":"med","di":{"value":["poison","custom"],"custom":"bludgeoning, piercing, and slashing from nonmagical attacks"},"dr":{"value":["cold","lightning","necrotic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","paralyzed","poisoned"],"custom":""},"languages":{"value":["common","custom"],"custom":"5 other 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Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"2X4CgTAbIPBjgFQO","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"QGPKtF4G2OzHlNqU","name":"Ray of Frost","type":"power","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged power attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-1.jpg","effects":[]},{"_id":"qiwP6Un6yrxht99L","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"hvfu9oPAUiMEvuEA","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4+1"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"gQUsckMPVnFeTmr9","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"xaEhnjtdqdBnaOUl","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"NxjdjWiZS7eTwRIa","name":"Acid Arrow","type":"power","data":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged power Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":""},"formula":"2d4","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-acid-2.jpg","effects":[]},{"_id":"8TNrO7ot0GQB7z2X","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"IJWY73xnxHLB0X1q","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"9ZHX3zKiCXIYQD0V","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the power, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the power, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The power ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"OHOcVXXsMBNPJnif","name":"Animate Dead","type":"power","data":{"description":{"value":"

This power creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-2.jpg","effects":[]},{"_id":"hOefxU0CU2FF34qM","name":"Counterpower","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your powercasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]},{"_id":"KZHyHRdK0oOvkIY5","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"yjyepuRtQ0U5kAHf","name":"Fireball","type":"power","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-2.jpg","effects":[]},{"_id":"aWEqszxGwnrNAFSb","name":"Blight","type":"power","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the power deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-acid-3.jpg","effects":[]},{"_id":"5s6Hjoyrx9BQIec0","name":"Dimension Door","type":"power","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"FCbjVSEDFgsjHC6x","name":"Cloudkill","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-3.jpg","effects":[]},{"_id":"XX9inquaJgHoWTWf","name":"Scrying","type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]},{"_id":"5KmTKaWxPkUHaXDo","name":"Disintegrate","type":"power","data":{"description":{"value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

\n

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish power.

\n

This power automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this power.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","force"],["40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"power"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"3d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]},{"_id":"vlG39FGre88WpKKt","name":"Finger of Death","type":"power","data":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

\n

A humanoid killed by this power rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8","necrotic"],["30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]},{"_id":"7l40A30ML8UOtZ6o","name":"Plane Shift","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":20,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"o6VbuMBU38dcmDYR","name":"Dominate Monster","type":"power","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power with a 9th-level power slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"jj9JOXj2hXdgjWRh","name":"Power Word Kill","type":"power","data":{"description":{"value":"

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":9,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-3.jpg","effects":[]},{"_id":"qqpeDV6DFu5DFEn4","name":"Power Word Stun","type":"power","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the power has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-2.jpg","effects":[]},{"_id":"6PwbK4d0W11LsEkf","name":"Cantrip","type":"feat","data":{"description":{"value":"

The lich casts a cantrip.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":225001,"flags":{},"img":"systems/sw5e/icons/skills/violet_28.jpg","effects":[]},{"_id":"dJLqLsCek3uxbzuX","name":"Paralyzing Touch","type":"feat","data":{"description":{"value":"

The lich uses its Paralyzing Touch.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":250001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"Uox2GEp5GMXOOXOc","name":"Frightening Gaze","type":"feat","data":{"description":{"value":"
\n

The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become grappled for 1 minute. The grappled target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

\n
\n

The lich fixes its gaze on one creature it can see within 10 feet of it. The target must make a Wisdom saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]},{"_id":"sXU9KTYnmgi08EQw","name":"Disrupt Life","type":"feat","data":{"description":{"value":"
\n

Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

\n
\n

Each non-undead creature within 20 feet of the lich must make a Constitution saving throw against this magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":3},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_01.jpg","effects":[]},{"_id":"YfFIobyElKqcizgt","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the lich fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":212501,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"stk9i3rPK7z99CDf","name":"Rejuvenation","type":"feat","data":{"description":{"value":"

If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

A destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":3100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-3.jpg","effects":[]},{"_id":"UMoMhboTLq75ZJW8","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The lich is an 18th-level powercaster. Its powercasting ability is Intelligence (power save DC 20, +12 to hit with power attacks). The lich has the following wizard powers prepared:

\n

Cantrips (at will): mage hand, prestidigitation, ray of frost

\n

1st level (4 slots): detect magic, magic missile, shield, thunderwave

\n

2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image

\n

3rd level (3 slots): animate dead, counterpower, dispel magic, fireball

\n

4th level (3 slots): blight, dimension door

\n

5th level (3 slots): cloudkill, scrying

\n

6th level (1 slot): disintegrate, globe of invulnerability

\n

7th level (1 slot): finger of death, plane shift

\n

8th level (1 slot): dominate monster, power word stun

\n

9th level (1 slot): power word kill

\n
\n

The lich is an powercaster. Its powercasting ability is Intelligence.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":3200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"VuNf8GmOugy5S3SQ","name":"Globe of Invulnerability","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

\n

Any power of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the power is cast using a higher level power slot. Such a power can target creatures and Objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Powers.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the barrier blocks Powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glass or crystal bead that shatters when the power ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-3.jpg","effects":[]},{"_id":"KDSrdpdFPDKnh80y","name":"Paralyzing Touch","type":"weapon","data":{"description":{"value":"

Melee Power Attack:+12 to hit,, 5 ft., one creature. Hit: 10 (3d6) cold damage.

The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Lich attacks with its Paralyzing Touch. The target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":3300001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"Rry67emsoMMjvQQz","name":"Turn Resistance","type":"feat","data":{"description":{"value":"

The lich has advantage on saving throws against any effect that turns undead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":3400001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_19.jpg","effects":[]},{"_id":"GvT7gczoJ6QCocrA","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The lich can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

\n
\n

The lich can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"TB52r9CGyQ5lewor","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"XbzBKNTXHSUjzWtt","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]}],"effects":[]} 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\n

The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a power). Any equipment the quasit wears or carries is invisible with it.

\n

The quasit magically turns invisible. Any equipment the quasit wears or carries is invisible with it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_05.jpg","effects":[]},{"_id":"ae0OI3obJqa4AS7U","name":"Claw (Bite in Beast Form)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage.

The target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Quasit attacks with its Claw. The target must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","piercing"]],"versatile":""},"formula":"2d4","save":{"ability":"con","dc":10,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"e8rpvJJVWCN4HU7I","name":"Shapechanger","type":"feat","data":{"description":{"value":"

The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted.

Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.

The quasit can use its action to polymorph into a beast form or back into its true form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400001,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"vlmHYqAZxNGh8xQ6","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The quasit has advantage on saving throws against powers and other magical effects.

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One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute.

The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

One creature of the quasit's choice within 20 ft. of it must make a Wisdom saving throw. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

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Token artwork by Forgotten Adventures.

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If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage.

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If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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The sea horse can breathe only underwater.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

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The Giant Sea Horse attacks with its Ram.

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The hyenas who roam the grasslands and deserts of our natural world are perhaps some of the most curious non-magical creatures to exist. Hyenas resemble a medium sized dog with a short, wide muzzle and overly long neck. Adorned with patterns of spots or stripes marking their fur, to the untrained eyes a hyena would appear to be nothing more than a wild dog; however, these curious creatures are more closely related to wildcats in their behavior with fellows. Hyenas communally groom unlike several wild dog species and display similar scent marking and mating patterns as other feliforms. These sorts of behaviors build a solid community within the hyenas’ pack, sowing tight knit bonds between the beasts.

\n

Give Us a Smile. Hyenas display a unique characteristic in their vocalizations between the pack; instead of a yowl or bark as one would expect, the hyenas instead communicate via yips, chirps, and “laughs”. Each member of the pack has its own unique “laugh” which signals to the pack both their identity and current mood. These chittering “laughs” have given the hyena (regardless of species to commoners) the moniker of The Laughing Hyena. One should instead feel caution over joy should you hear the caterwauling yips of a hyena pack in the distance. These beasts are highly intelligent and when banded together and utilizing their preferred hunting patterns they may easily overtake a large mercantile caravan.

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The Hungering Savagery. The hyena’s most sinister aspect is their relation to the Demon Lord of the Gnolls, Yeenoghu. Gnolls, of course, resemble massive humanoid hyenas brandishing bloody weapons and sowing destruction in their horrid wakes. Finding the hyena either useful or ironic, Gnolls will bring packs of slavering hyenas with them on raids into villages or leave the beasts (which they purposefully starve) at their dens to kill any unwary explorers. Adventurers should be observant when investigating the happenings of hyenas in an area, as if the beasts seem more ravenous than expected it may be that Yeenoghu’s minions are not far behind.

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) piercing damage.

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The Hyena attacks with its Bite.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+12 to hit,, 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

The Adult Blue Dragon attacks with its Bite.

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Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

The Adult Blue Dragon attacks with its Claw.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+12 to hit,, 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

The Adult Blue Dragon attacks with its Tail.

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\n

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

\n
\n
\n

The dragon slams its long tail against its foe!

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The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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Token artwork by Forgotten Adventures.

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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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The badger makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

\n

The Giant Badger attacks with its Bite.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

\n

The Giant Badger attacks with its Claws.

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The whale can't use its blindsight while deafened.

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The whale can hold its breath for 30 minutes.

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The whale has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

\n

The Killer Whale attacks with its Bite.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+17 to hit,, 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

The Ancient Gold Dragon attacks with its Bite.

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Melee Weapon Attack:+17 to hit,, 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

The Ancient Gold Dragon attacks with its Claw.

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Melee Weapon Attack:+17 to hit,, 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

The Ancient Gold Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":24,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"j2nbvKIkKdNI32hU","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"zeRGidXXHkyRaA0g","name":"Fire Breath","type":"feat","data":{"description":{"value":"
\n

**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["13d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":24,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"aOiuiILBGXCAei63","name":"Weakening Breath","type":"feat","data":{"description":{"value":"
\n

**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 90-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":24,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"XRmYEohSc8WQkWYT","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"MEN285wvE8ocd3E3","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 ([[/r 2d6+10]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world. Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes. A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents. As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field. Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard. Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep. Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting. Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Forest","cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 333","class":{}},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"eDEsGNylMOfsjoZR","sort":700000,"flags":{},"img":"systems/sw5e/tokens/beast/OwlWhite.png","token":{"flags":{},"name":"Owl","displayName":20,"img":"systems/sw5e/tokens/beast/OwlWhite.png","tint":null,"width":1,"height":1,"scale":0.8,"lockRotation":false,"rotation":0,"vision":false,"dimSight":120,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"d0prpsGSAorDadec","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"HZ5UNadatPJxpeKP","name":"Flyby","type":"feat","data":{"description":{"value":"

The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 1 slashing damage.

The Owl attacks with its Talons.

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The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Magical darkness doesn't impede the imp's darkvision.

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The imp has advantage on saving throws against powers and other magical effects.

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Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage.

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The target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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The Imp attacks with its Sting. The target must make a Constitution saving throw.

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The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a power). Any equipment the imp wears or carries is invisible with it.

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The imp magically turns invisible. Any equipment the imp wears or carries is invisible with it.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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The Imp attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Beetles attacks with a flurry of Bites.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

The Triceratops attacks with its Gore.

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Melee Weapon Attack:+9 to hit,, 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

The Triceratops attacks with its Stomp.

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If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Ogre attacks with its Greatclub.

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Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

The Ogre attacks with its Javelin.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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Token artwork by Forgotten Adventures.

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The armor is incapacitated while in the area of an antimagic field.

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If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

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The armor is incapacitated while in the area of an antimagic field.

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While the armor remains motionless, it is indistinguishable from a normal suit of armor.

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The armor makes two melee attacks.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

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The Animated Armor makes a slam attack!

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The hezrou has advantage on saving throws against powers and other magical effects.

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Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Any creature that starts its turn within 10 feet of the hezrou must succeed on a Constitution saving throw.

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The hezrou makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

The Hezrou attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Hezrou attacks with its Claws.

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The marilith has advantage on saving throws against powers and other magical effects.

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The marilith's weapon attacks are magical.

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The marilith can take one reaction on every turn in combat.

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The marilith can make seven attacks: six with its longswords and one with its tail.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Marilith attacks with its Longsword.

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Melee Weapon Attack:+9 to hit,, 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage.

If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

The Marilith attacks with its Tail. If the target is Medium or smaller, it is grappled. Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

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The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The marlith adds 5 to its AC against one melee Attack that would hit it. To do so, the marlith must see the attacker and be wielding a melee weapon.

The marlith adds 5 to its AC against one melee Attack that would hit it.

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When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration power or other magic.

\n

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

\n
\n

The medusa can force it to make a Constitution saving throw. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration power or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

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The medusa makes either three melee attacks - one with its snake hair and two with its shortsword - or two ranged attacks with its longbow.

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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

The Medusa attacks with its Snake Hair.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Medusa attacks with its Shortsword.

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Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

The Medusa attacks with its Longbow.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Young Silver Dragon attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Young Silver Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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\n

**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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of Smothering","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":60,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"f6HaKROPIcBRmSd1","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"PGulBR18kfO768c7","name":"Antimagic Susceptibility","type":"feat","data":{"description":{"value":"

The rug is incapacitated while in the area of an antimagic field.

If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

The rug is incapacitated while in the area of an antimagic field.

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While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

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While the rug remains motionless, it is indistinguishable from a normal rug.

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\n

Melee Weapon Attack:+5 to hit,, 5 ft., one Medium or smaller creature. Hit:

\n

The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

\n
\n

The Rug of Smothering makes a smothering attack! The creature is grappled. Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target.

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\n

Author’s Note: Please see below the entry for “Spider” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Spiders are one of the smallest, yet most feared, denizens of our planet.  Spiders are arachnids with eight thin legs protruding from their dual-segmented body.  Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity.  While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes.  Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators.  Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption.  While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels.  Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Grassland","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 330","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":1,"ability":"wis","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"ste":{"value":2,"ability":"dex","mod":3,"bonus":0,"passive":17,"prof":4,"total":7},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":3400000,"flags":{},"img":"systems/sw5e/tokens/beast/GiantWolfSpider.png","token":{"flags":{},"name":"Giant Wolf Spider","displayName":0,"img":"systems/sw5e/tokens/beast/GiantWolfSpider.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"f9JbhBfWucrY2eDA","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"w4oJusdFuSttyz8X","name":"Spider Climb","type":"feat","data":{"description":{"value":"

The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage.

\n

The target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

\n
\n

The Giant Wolf Spider attacks with its Bite. The target must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"2d6"},"formula":"","save":{"ability":"con","dc":11,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"OwNnGHVHu2XX0oPc","name":"Web Sense","type":"feat","data":{"description":{"value":"

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Token artwork by Forgotten Adventures.

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The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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The pseudodragon has advantage on saving throws against powers and other magical effects.

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The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

The Pseudodragon attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

The target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

The Pseudodragon attacks with its Sting. The target must make a Constitution saving throw.

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Vultures are some of the most reviled birds to travel our skies. The bird’s bald, featherless head and black body plumage lend it a sinister facade. The vulture’s outer appearance along with its penchant to scavenge carrion for sustenance has settled the bird squarely into the designation of “evil” in the eyes of many common-folk. The bird’s connection with death, as the vulture will circle a dead or dying creature from high above, also adds to the revulsion felt towards this markedly important creature.

\n

By Committee. Vultures congregate in groups called “committees” or “wakes” on whether or not they are feasting together respectively. These groups squabble for scraps of meat, ripping away rotting flesh from a carcass with their sharp and powerful beaks. It is not uncommon for fights to break out between the hungry birds. Due to their desire to scavenge dead flesh, vultures play a vital role in our ecosystem, as they act as vital decomposers in landscapes where insects or fungi may not exist as readily. Be on the lookout for vultures in your travels, as they can be the sign of nature at work or perhaps something more sinister beneath the talons of this bird.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) piercing damage.

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The Vulture attacks with its Beak.

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Following from our studies of the eagle comes to the smaller yet no less deadly hawk. Another bird of prey, the hawk may be differentiated from eagle species by its smaller frame. Hawks on average weigh no more than eight pounds and have a wingspan of only five feet. These miniscule raptors bear dark brown to deep red plumage unlike the eagle’s most common golden hue. Several species of these birds of prey have been observed employing different tactics in their hunting patterns as well; while the mighty eagle soars down from on high and lifts its prey off into the air with it, hawks prefer to lurk in the cover of trees, waiting for the opportune time to swoop in and surprise their prey from the shadows. Due to their keen eyesight as well as their smaller profile, hawks have been utilized as messenger birds by desert cultures for centuries. Clever and loyal, the hawk may be an option for the adventurer who prefers a raptor who enjoys the cover of shadows and stealth to aid them in their hunts.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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The eagle has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 1 slashing damage.

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The Hawk attacks with its Talons.

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Token artwork by Forgotten Adventures.

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The ooze can move through a space as narrow as 1 inch wide without squeezing.

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Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls.

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If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

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\n

The ooze corrodes metal.

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While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage.

If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

The Gray Ooze attacks with its Pseudopod. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers.

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Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The gladiator has advantage on saving throws against being Frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator makes three melee attacks or two ranged attacks.

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\n

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

\n

The Gladiator attacks with their Spear.

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\n

Melee Weapon Attack:+7 to hit,, 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.

\n

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

\n
\n

The Gladiator attacks with their Shield Bash. If the target is a Medium or smaller creature, it must make a Strength saving throw or be knocked prone.

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\n

The gladiator adds 3 to its AC against one melee Attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

\n
\n

The gladiator adds 3 to its AC against one melee Attack that would hit it.

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\n

Author’s Note:  Please see below the entry for “Raven” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight.  The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects.  However, something truly special lurks behind the dark abyss of this bird’s eyes.  Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

\n

Musings and Mimicry.  Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly.  From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom.  Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless!  You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku.  Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them.  Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Forest","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 339","class":{},"size":"med"},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["bludgeoning","piercing","slashing"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","prone","restrained","stunned"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":2,"ability":"wis","mod":1,"bonus":0,"passive":15,"prof":4,"total":5},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"rjehyX85FDoydEwV","sort":3000000,"flags":{},"img":"systems/sw5e/tokens/beast/SwarmRavens.png","token":{"flags":{},"name":"Swarm of Ravens","displayName":20,"img":"systems/sw5e/tokens/beast/SwarmRavens.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"g40zN6xMye6bSS94","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"Vmmq0dqa2hEcTGOC","name":"Swarm","type":"feat","data":{"description":{"value":"

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

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\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Ravens attacks with its Beaks.

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Token artwork by Forgotten Adventures.

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The darkmantle can't use its blindsight while deafened.

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While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"DA34sS4nWGc4OTwm","name":"Crush","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage.

\n

The darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

\n

While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.

\n

A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

\n
\n

The darkmantle attacks with its Crush. The darkmantle attaches to the target. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. A creature can detach the darkmantle by making a successful Strength check as an action.

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A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a power).

\n

Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a power of 2nd level or lower, the power creating the light is dipowered.

\n
\n

A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it.

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Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

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The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled escape DC 14, and the shambling mound uses its Engulf on it.

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The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage.

If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must make a Constitution saving throw at the start of each of the mound's turns. If the mound moves, the engulfed target moves with it.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Shambling Mound attacks with its Slam.

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Stirges are foul little nasties who lurk deep within caverns and catacombs. Stirges resemble nothing more than a slightly oversized bat crossed with a mosquito; however, upon closer inspection the Stirge reveals much more. Coated in greasy, pink flesh (save for a small tufted mane of white fur about its head and neck) the Stirge is equipped with a pair of small, bat-like wings made of stretched flesh between struts of thin bone. The skin here at the wing is so thin that light may easily shine through the beast's wings revealing the tiny vesicles within. Stirges also possess a set of six, spindly legs above their pig-like tail. Each leg is tipped with a set of hooked claws which allows the fiend to grip into the flesh of its prey and hang on should a struggle ensue. However, there is one more feature that makes the Stirge truly repugnant.

\n

What's Your Type? Stirges are notable for their ravenous desire to consume the blood of living organisms. These beasts accomplish this foul act with aid from the needle-sharp proboscis waiting at the end of its oversized snout. Gifted with the ability of flight, the Stirge dives down upon an unsuspecting enemy and clamps onto their body with the aid of their barbed claws. The Stirge then drives its proboscis into their victim's flesh, sucking out ounce after ounce of warm blood. Only when the Stirge is sufficiently sated (or battered away) will it release its victim to flee into the darkness where it may digest its liquid lunch. Act fast if Stirges are in the area, lest a swarm of them suck you dry before you have time to react.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

The stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies.

The Stirge attacks with its Blood Drain. A creature, including the target, can use its action to detach the stirge.

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The rhythmic rustle of leaves, knotted roots dragging through the undergrowth, and vacant holes left in the earth are all signs of this fascinating little creature. These formerly average forest plants are gifted with mild sentience by the natural powerwork of a most-powerful druid who has cast the Awaken power to birth an Awakened Shrub.

\n

The shrub itself, having negligible will of its own, then remains @JournalEntry[Charmed] to the powercaster for thirty days, during which, the Awakened Shrub serves at the whim of the druid. The leafy automaton is also given the ability to move independently by the powerwork cast upon it. Using their roots and branches to propel themselves across the forest floor, the shrubs are left to roam clumsily throughout the druid's selected domain.

\n

Druid’s Little Helper. While any mage proficient enough in the arcane to produce an Awaken power may pull these shrubs into sudden life, it is the druids of the woods who most commonly utilize the ability. A unique feature of the Awakened Shrub is its indistinguishability between itself and an average shrub when it stands completely still. The ability to camouflage themselves so thoroughly allows the Awakened Shrubs to act as sentires for a more secretive druid’s hideaway.

\n

As recommended to me by a friend of the forest: be advised to utilize the shrubs in small groups as to simply overwhelm any nosey intruders. Strength in numbers is key for these simplistic shrubs as they may be easily dispatched if singled out. As the magic within the shrub allows the shrubs to speak a language known to their creator, Awakened Shrubs may also be programmed with a warning message and avoid conflict altogether. The shrubs, however, are quite inept when it comes to the completion of even the most simplistic tasks, so utilizing them in a “living alarm” capacity may be the wisest choice.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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\n

Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.

\n

The Awakened Shrub attacks with its Rake.

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While the shrub remains motionless, it is indistinguishable from a normal shrub.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Adult Silver Dragon attacks with its Bite.

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Melee Weapon Attack:+13 to hit,, 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Adult Silver Dragon attacks with its Claw.

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Melee Weapon Attack:+13 to hit,, 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Adult Silver Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

The dragon uses one of the following breath weapons.

\n

**Cold Breath.** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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\n

**Cold Breath.** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

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\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"4NQZ8XlRj6sbjbOs","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings! Each creature within 10 feet of the dragon must make a Dexterity saving throw.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+17 to hit,, 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

The Ancient Silver Dragon attacks with its Bite.

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Melee Weapon Attack:+17 to hit,, 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

The Ancient Silver Dragon attacks with its Claw.

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Melee Weapon Attack:+17 to hit,, 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

The Ancient Silver Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"oL7vyWwH6bvXyl95","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Cold Breath.** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"p6laYHKsnkMnfwtu","name":"Cold Breath","type":"feat","data":{"description":{"value":"
\n

**Cold Breath.** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["15d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":24,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"TbcUwDfwFSYvMmwp","name":"Paralyzing Breath","type":"feat","data":{"description":{"value":"
\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":24,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"nnMmiUPuJEyViPaq","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"yAVNzttgGO1cHIlQ","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"tg4h1Ht7X4YmDTd9","name":"Tail Attack","type":"weapon","data":{"description":{"value":"

The dragon makes a tail attack.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"saU6KEYGTm2SZ3jv","name":"Wing Attack","type":"weapon","data":{"description":{"value":"
\n

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings! Each creature within 15 feet of the dragon must make a Dexterity saving throw.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The griffon has advantage on Wisdom (Perception) checks that rely on sight.

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The griffon makes two attacks: one with its beak and one with its claws.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

The Griffon attacks with its Beak.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Griffon attacks with its Claws.

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Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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The golem is immune to any power or effect that would alter its form.

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The golem has advantage on saving throws against powers and other magical effects.

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The golem's weapon attacks are magical.

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The golem makes two melee attacks.

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Melee Weapon Attack:+13 to hit,, 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

The Iron Golem attacks with its Slam.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

The Iron Golem attacks with its Sword.

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\n

The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw.

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Who amongst our population could deny their lives have not been positively affected by the domesticated house cat. The cat proves time and time again to be a prized companion whether they are keeping your property free of unwanted pests or cuddling up upon their master’s lap for a cozy night within the study. Found in a number of varieties from the pure black short-haired cats associated with ill omens to the fluffy coated and absurdly flat-faced cats of the frozen north, there appears to be limitless breeds to select from. (Author’s Note: I have recently heard rumor of a cat which produces no hair, requiring its master to simply stroke its flesh without pleasant barriers. More evidence forthcoming of this unfounded discovery). However, our feline compatriots have much more to offer when looked at under the shrewd eye of the adventurer!

\n

Purrfect Pals. Be it at the side of the elder potion-maker tucked safely away in their shop or out with the upstart young ranger braving the rolling fields of the hinterlands, cats are found dotted all across our marvelous land. Compact and light in weight, these agile little hunters fit perfectly atop one’s shoulder or nestled within a wagon’s goods. Cats provide useful utility to the crafty conjurer who binds their familiar to such a form as well; with honed claws able to retract in a lighting’s flash back into their paws the cat makes for a deadly hunter against smaller beasts. Cats also have a flexible spine allowing them to squeeze into difficult to reach places should you coax them adequately or even survive a perilous fall. Researchers have discovered that cats seem to have the uncanny ability to land upon their feet regardless of the angle at which they are dropped; surely this is an astonishing advantage over other less agile creatures! Deathly quiet (unless they prefer to pester their master for tasty morsels with a noisome yowl) a cat is an adequate infiltrator should one prefer to observe their surroundings from a safer distance through this familiar’s eyes. Be they conjured or corporeal, it is this author’s opinion that the common cat is a companion of quality and should be considered when seeking the appropriate animal ally.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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\n

Melee Weapon Attack:+0 to hit,, 5 ft., one target. Hit: 1 slashing damage.

\n

The Cat attacks with its Claws.

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The cat has advantage on Wisdom (Perception) checks that rely on smell.

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The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

\n

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\n

If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage.

\n

If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

\n
\n

If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

\n

The Giant Elk attacks with its Hooves.

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\n

Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

\n

The Giant Elk attacks with its Ram.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

The Bronze Dragon Wyrmling attacks with its Bite.

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The dragon uses one of the following breath weapons.

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**Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

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**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

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The dragon breathes in!

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**Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

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\n

 The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

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The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

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Token artwork by Forgotten Adventures.

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The bear has advantage on Wisdom (Perception) checks that rely on smell.

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The bear makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

The Polar Bear attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The Polar Bear attacks with its Claws.

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The lion has advantage on Wisdom (Perception) checks that rely on smell.

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The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

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If the target is prone, the lion can make one bite attack against it as a bonus action.

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If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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With a 10-foot running start, the lion can long jump up to 25 ft.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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The Lion attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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The Lion attacks with its Claw.

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If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration power or other magic.

\n

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

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\n

The basilisk can force the creature to make a Constitution saving throw. It must repeat the saving throw at the end of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

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The Basilisk attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form.

Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The mimic can use its action to polymorph into an object or back into its true, amorphous form.

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The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it escape DC 13. Ability checks made to escape this grapple have disadvantage.

The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it. Make an escape check, with disadvantage.

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While the mimic remains motionless, it is indistinguishable from an ordinary object.

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The mimic has advantage on attack rolls against any creature grappled by it.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

If the mimic is in object form, the target is subjected to its Adhesive trait.

The Mimic attacks with its Pseudopod.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

The Mimic attacks with its Bite.

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This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The duergar has advantage on saving throws against poison, powers, and illusions, as well as to resist being charmed or paralyzed.

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While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

\n

The Duergar attacks with its War Pick.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

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The Duergar attacks with its Javelin.

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The duergar magically turns invisible until it attacks, casts a power, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a power).

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\n

The duergar magically turns invisible. Any equipment the duergar wears or carries is invisible with it.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

The Hell Hound attacks with its Bite.

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The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

The hound exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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The dragon turtle can breathe air and water.

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The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

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Melee Weapon Attack:+13 to hit,, 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

The Dragon Turtle attacks with its Bite.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

The Dragon Turtle attacks with its Claw.

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Melee Weapon Attack:+13 to hit,, 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage.

If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

The Dragon Turtle attacks with its Tail. If the target is a creature, it must make a Strength saving throw.

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The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.

Being underwater doesn't grant resistance against this damage.

The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Adult Copper Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Copper Dragon attacks with its Claw.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Copper Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

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\n

**Acid Breath.** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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\n

**Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

\n
\n

If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

\n

The Elephant attacks with its Gore.

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Melee Weapon Attack:+8 to hit,, 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

\n

The Elephant attacks with its Stomp.

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\n
\n

Bathing your very own Blink Dog comes with a set of challenges all its own.  Often it is simply better to let the beast care for its own hygiene (circumstances allowing) as your precious pooch will likely blink off to the nearest mud puddle as soon as you’ve finished cleaning them.
Caring for your Blink Dog, pg. 46.

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\n

Blink Dogs are a notable curiosity amongst the common canine species.  On the outside, the hound appears to be quite similar to many a hunting mutt: a tannish, yellow complexion of the fur, average in size (standing anywhere from two and a half to three feet in height) and no markings or traits rendering it particularly unique.  However, the secret of this dog lies within.  The Blink Dog possesses an uncanny ability to “blink” or teleport at will from location to location in a flash.  In a similar vein to the powers utilized by mages to transport themselves across distances in a flash, the Blink Dog tears through the fabric of our reality, vanishes instantaneously and appears up to forty feet away from its original location.  The Blink Dog is unable to carry living things along with it, however any equipment or objects the hound currently holds will be transported.  Blink Dogs have an above average intelligence in comparison to other canines and are able to speak their own language, called “Blink Dog”, to others of their kind.  What these discussions entail is a mystery, though it is speculated that often the packs of dogs will discuss their intense hatred for other ethereal quadrupeds as they are known to attack the beasts on sight.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

\n

The Blink Dog attacks with its Bite.

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The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

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An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

\n

Dwellers in Darkness. Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

\n

Symbiotic Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \"trained\" otyugh has eaten its keeper after devouring all the waste in its wallow.

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The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

\n

If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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The Otyugh attacks with its Bite. If the target is a creature, it must make a Constitution saving throw. Every 24 hours that elapse, the target must repeat the saving throw.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage.

If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

The Otyugh attacks with its Tentacle. If the target is Medium or smaller, it is grappled, and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

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The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn.

On a successful save, the target takes half the bludgeoning damage and isn't stunned.

The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must make a Constitution saving throw.

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The otyugh makes three attacks: one with its bite and two with its tentacles.

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Token artwork by Forgotten Adventures.

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The frog can breathe air and water.

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The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

\n

The target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

\n
\n

The Giant Frog attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the frog can't bite another target.

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The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends.

\n

The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

\n
\n

The Giant Frog attacks with its Swallow.

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The kraken can breathe air and water.

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The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained.

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The kraken deals double damage to objects and structures.

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The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

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Melee Weapon Attack:+17 to hit,, 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage.

\n

If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

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\n

The Kraken attacks with its Bite. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends.

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Melee Weapon Attack:+17 to hit,, 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage.

\n

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

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\n

The Kraken attacks with its Tentacle. The target is grappled. Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

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One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone.

If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If the target is thrown at another creature, that creature must make a Dexterity saving throw or take the same damage and be knocked prone.

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The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it.

A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a Dexterity saving throw.

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The kraken can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.

\n
\n

The kraken can take 3 legendary actions.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The kraken makes one tentacle attack or uses its Fling.

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The kraken uses Lightning Storm.

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While Underwater, the Kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Kraken. Each creature other than the Kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

\n
\n

The Kraken expels an ink cloud. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Kraken. Each creature other than the Kraken that ends its turn there must succeed on a Constitution saving throw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

\n

The Chimera attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

\n

The Chimera attacks with its Claws.

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The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

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The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

\n

The Chimera attacks with its Horns.

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Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

\n

The Berserker attacks with their Greataxe.

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The clamour could be heard well before the creatures shambled into sight.  From across the valley we heard the battalion of Dretch.  Hooting, snarling, and groaning all in an indistinguishable racket, these lowly demons bemoaned their existence even as they tried to suffocate ours.  When the wave of Dretch approached the gate, we then saw their tactics on full display.  Stupid and clumsy the beasts mashed and piled atop one another in order to force open the gate by sheer volume of their weight combined.  When the beams finally began to splinter and those noxious, choking gases met our lungs… I thought I would die where I stood.
- an oral recounting of a demonic invasion by an unnamed soldier.

\n
\n

You Smell That? Very nearly the lowliest of all demonkind, Dretch are horrific and ugly little creatures who bulk out the forces of the Abyss in sheer numbers alone.  Dretch resemble nothing more than a stocky, pale fleshed humanoid with a few additional features.  The Dretch bears lopping, pointed ears and a mess of chipped, dirty fangs that protrude from pale gums in an erratic fashion.  Long, thin arms ending in curved claws drape about a swollen belly, with the hands dragging across the ground next to stunted feet.  The Dretch’s pale skin is loose and slides grotesquely across a spider web of blue and black varicose veins.  Unintelligent and petty, Dretch spend their lives within the Abyss expressing their discontent at their status via a series of grunts and barks in the Abyssal tongue.  Unsuitable for even the most mundane tasks due to their sheer stupidity, Dretch are utilized by other demons as cannon fodder in their everlasting war with the creatures of Hell.  In combat, the Dretch are surely a pitiable sight as their foolishness leads them with only one clear tactic: a mad mob rush towards their enemy.  Dretch are weak and cowardly (many would flee a foe if no greater demon is there to intimidate them back into battle) and prefer to overwhelm their enemy with their numbers.  Should a sufficient contingent of Dretch break through their enemies defenses, the Dretch may then deploy a reeking cloud of putrid air from within their bodies which replenishes once daily.  Immune to all poisons, the Dretch then pummel their opponents with their spindly arms as the enemies slowly fade away in the poison’s choking grasp.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The dretch makes two attacks: one with its bite and one with its claws.

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\n

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) piercing damage.

\n

The Dretch attacks with its Bite.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 5 (2d4) slashing damage.

\n

The Dretch attacks with its Claws.

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\n

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it.

\n

Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. 1 use per day.

\n
\n

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must make a Constitution saving throw.

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The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals extra radiant damage (included in the attack).

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The solar knows if it hears a lie.

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The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands.

If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the hovering sword is targeted by any effect, the solar is considered to be holding it.

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The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The solar's power casting ability is Charisma (power save DC 25). It can innately cast the following powers, requiring no material components:

\n

At will: detect evil and good, invisibility (self only)

\n

3/day each: blade barrier, dispel evil and good, resurrection

\n

1/day each: commune, control weather

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The solar has advantage on saving throws against powers and other magical effects.

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The solar makes two greatsword attacks.

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\n

Melee Weapon Attack:+15 to hit,, 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

\n

The Solar attacks with its Greatsword.

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\n

Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage.

\n

If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

\n
\n

The Solar attacks with its Slaying Longbow. If the target is a creature that has 190 hit points or fewer, it must make a Constitution saving throw.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":"self only"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"3a272tdusdFnkmtQ","name":"Blade Barrier","type":"power","data":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":25,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-3.jpg","effects":[]},{"_id":"1aPq4fyL2R6lZLbM","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":25,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"9wis0HWSLp7b6hjC","name":"Resurrection","type":"power","data":{"description":{"value":"

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This power neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the power, they afflict the target on its return to life.

This power closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this power to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast powers again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]},{"_id":"jQji64imiJ2S55eW","name":"Commune","type":"power","data":{"description":{"value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"Incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-3.jpg","effects":[]},{"_id":"EuVQ52Ol4zBq4VMN","name":"Control Weather","type":"power","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"sZjcCRCNcf6m4VoK","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The solar can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.

\n
\n

The solar can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"H4Qnl5aNwIuOiKvm","name":"Teleport","type":"feat","data":{"description":{"value":"

The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"hvLibxV3shPORnBB","name":"Searing Burst","type":"feat","data":{"description":{"value":"
The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
\n

The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"],["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_01.jpg","effects":[]},{"_id":"iXcyU8grGuxZbkYJ","name":"Blinding Gaze","type":"feat","data":{"description":{"value":"
The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration power removes the blindness.\n

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must make a Constitution saving throw.

\n
\n

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a Constitution saving throw or be blinded.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":3},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/light_01.jpg","effects":[]},{"_id":"eNypfn99CwFCi47y","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"wxR8cWGMfaaMKc1W","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]}],"effects":[]} +{"_id":"lZR4lhNmYSf89s4Q","name":"Boar","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":11,"min":10},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":195,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Boars are hardy, rotund beasts who inhabit the shrouded woodlands of our world, snuffling about for a root or mushroom to enjoy or upturning the foliage in search of a suitable trench to wallow in.  Resembling nothing more than an overgrown domesticated pig, a boar is anything but its breakfast-table-bound cousin.  Standing anywhere from 24 to 38 inches tall upon stocky legs, the hefty wild boar’s most dangerous asset (its massive head) takes prominence, ending in a pair of deadly sharp tusks.  The head, which encompasses over a third of the boar’s entire body length, is made up of a thick mass of bone and muscles which allows the boar to smash into objects and enemies while inflicting little harm upon itself.  Charging up to speeds of 25 miles per hour, the boar can use its charge to deadly effect as the creatures hardy skull and gouging tusks will make short work of most common defenses.  Should you be out on the hunt for a wild boar, it should be noted that the creatures are of a ruddy and substantial endurance, seemingly able to fight off death in order to gore its enemy one last time.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Grassland","cr":0.25,"powerLevel":null,"xp":{"value":50},"source":"MM pg. 319","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"NBkyFFhtTwdmFhsp","sort":1700000,"flags":{},"img":"systems/sw5e/tokens/beast/Boar.png","token":{"flags":{},"name":"Boar","displayName":0,"img":"systems/sw5e/tokens/beast/Boar.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"lZR4lhNmYSf89s4Q","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"ypnf9maxKh66ucMe","name":"Tusk","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

\n

The Boar attacks with its Tusk.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/beast_02.jpg","effects":[]},{"_id":"TSmET06nE61H6HC2","name":"Charge","type":"feat","data":{"description":{"value":"
\n

If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage.

\n

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

\n
\n

If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes extra slashing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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\n

If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Recharges on a short or long rest.

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If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

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As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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The spider ignores movement restrictions caused by webbing.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

The target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

The Phase Spider attacks with its Bite. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

The Sahuagin attacks with its Bite.

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The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

The Sahuagin attacks with its Claws.

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The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

The sahuagin can breathe air and water.

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The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

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The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

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The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals extra radiant damage (included in the attack).

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The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

\n

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

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The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The deva's powercasting ability is Charisma (power save DC 17). The deva can innately cast the following powers, requiring only verbal components:

\n

At will: detect evil and good

\n

1/day each: commune, raise dead

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The deva has advantage on saving throws against powers and other magical effects.

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The deva makes two melee attacks.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

\n

The Deva attacks with its Mace.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

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You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This power also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This power doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the power, they take effect when the creature returns to life. The power can't return an undead creature to life.

This power closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the power automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

The Young Blue Dragon attacks with its Bite.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The Young Blue Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"7XDStiwr5cRAODjk","name":"Lightning Breath","type":"feat","data":{"description":{"value":"

The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]},{"_id":"dGVHjuCt6WhGx0sX","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]}],"effects":[]} +{"_id":"mQnsXanewsPiV7QE","name":"Mage","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0,"dc":14},"wis":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":12,"min":12},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"int","prof":3,"powerdc":14,"powerLevel":0,"encumbrance":{"value":1,"max":135,"pct":0.7407407407407407,"encumbered":true}},"details":{"biography":{"value":"

Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

\n

","public":""},"alignment":"Any Alignment","race":null,"type":"Humanoid (any race)","environment":null,"cr":6,"powerLevel":9,"xp":{"value":2300},"source":"MM pg. 347","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"any four languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":1,"ability":"int","mod":3,"bonus":0,"passive":16,"prof":3,"total":6},"ath":{"value":0,"ability":"str","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":1,"ability":"int","mod":3,"bonus":0,"passive":16,"prof":3,"total":6},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":4,"override":null,"max":4},"power2":{"value":3,"override":null,"max":3},"power3":{"value":3,"override":null,"max":3},"power4":{"value":3,"override":null,"max":3},"power5":{"value":1,"override":null,"max":1},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"AljGyVrrsrPBi1QM","sort":100000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Mage","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"mQnsXanewsPiV7QE","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"gKh2ZGNk6nZeAM4E","name":"Fire Bolt","type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]},{"_id":"sO0y8sl6BUc4uLpQ","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"8AsyxkwMW77n8TMn","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"WeHvVHmMqyM36Hyu","name":"Prestidigitation","type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"rHoCNImtmMQr8TMB","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"ubZj9XlltjcTAzja","name":"Mage Armor","type":"power","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-1.jpg","effects":[]},{"_id":"gKRi9Yu14HeACqSq","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4+1"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"JZqZeMR3KcCL7opH","name":"Shield","type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]},{"_id":"kZEpBou0dxWj6Xum","name":"Misty Step","type":"power","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-1.jpg","effects":[]},{"_id":"QREOzX3l871IOD4Z","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"JiDcPQSp4omiK3AZ","name":"Counterpower","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your powercasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]},{"_id":"oT4dQG28IiZwRPtZ","name":"Fireball","type":"power","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-2.jpg","effects":[]},{"_id":"CIztTr0GrIAh4mAg","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"3wGcLaOj0ucT34UU","name":"Greater Invisibility","type":"power","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the power ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-3.jpg","effects":[]},{"_id":"6zDAFf7Lb0w56TxT","name":"Ice Storm","type":"power","data":{"description":{"value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]},{"_id":"mIgDmXFkJaMEvtVt","name":"Cone of Cold","type":"power","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this power becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]},{"_id":"tbKbwgcprUBciliF","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The mage is a 9th-level powercaster. Its powercasting ability is Intelligence (power save DC 14, +6 to hit with power attacks). The mage has the following wizard powers prepared:

\n

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

\n

1st level (4 slots): detect magic, mage armor, magic missile, shield

\n

2nd level (3 slots): misty step, suggestion

\n

3rd level (3 slots): counterpower, fireball, fly

\n

4th level (3 slots): greater invisibility, ice storm

\n

5th level (1 slot): cone of cold

\n
\n

The mage is a powercaster. Its powercasting ability is Intelligence.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"LcMdsxbtVEhUDXju","name":"Dagger","type":"weapon","data":{"description":{"value":"

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

The Mage attacks with its Dagger.

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In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"yfN4gklLV7zqhzxo","name":"Surprise Attack","type":"feat","data":{"description":{"value":"

If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500001,"flags":{},"img":"systems/sw5e/icons/skills/water_07.jpg","effects":[]},{"_id":"Sr7ZTAYd1TQ6Nfto","name":"Multiattack","type":"feat","data":{"description":{"value":"

The doppelganger makes two melee attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"scZU8bs551DZRvgC","name":"Slam","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

\n

The Doppelganger attacks with its Slam.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"fin":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"YIoB9xCKEcrrPRt9","name":"Read Thoughts","type":"feat","data":{"description":{"value":"
\n

The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it.

\n

While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a power). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

\n
\n

The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"cG4WdhcrTZt6rxUi","name":"Shapechanger","type":"feat","data":{"description":{"value":"

The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form.

Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form.

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Bandits of our humble world come in a variety of shapes and sizes; be they a halfling pickpocket or the swarthy Dragonborn sea-captain plundering unfortunate vessels. Here we will view the commonalities of what would be considered the “bandit” class of criminal. Be advised while reviewing this information that not all bandits should be viewed with a scornful eye. While many seek harm or riches from their quarry, others thieve to survive in a world most unfair.

\n

The Good. We begin with those bandits who could be seen as “noble criminals”. These bandits consist of the most downtrodden of our nations, those citizens who have struggled through poverty and oppression to scrape out a meager existence clinging to any comfort they can grasp. Consider what would drive a person to commit something so desperate as robbery or open theft in a village street. Bandits of a nobler sort may still be selfish with their earnings, taking what they have stolen to enrich their own lives or those of immediate relations. There are some bandits, however, who seek to use their pilfered goods to improve the lives of the poorer community. Be aware that often these bandits are desperate and afraid, especially during the act of robbery. They are scared, driven to crime by poor circumstances, so they may not require violence to disperse as more often than not they will not physically harm their victims. Keep an open mind as you travel through the world young adventurer and remember that were the tables turned, you may wish for mercy for such a minor infraction.

\n

The Bad and Ugly. For every good-hearted soul stealing from those with too much and giving to the unfortunate, there is a truly villainous spirit lurking behind the brush of a nearby road, lying in wait for an unsuspecting victim. During your travels, adventurer, these sorts may be the most common instances of banditry you will experience. Armed with swords, clubs, and bows, the more nefarious of the bandit world prefer to ambush their prey from the shadows of hills and trees, catching traveling parties unaware. These treacherous thieves will attempt diversion and trickery in order to catch their quarry off guard should their crew be outnumbered. Bandits have no boundaries of borders or locale, so caution should be taken whether you walk upon a forested road or sail the high seas as you island hop for fame. Danger lurks in every corner of our world adventurer, be prepared and discerning should you encounter a party of brigands lest your career end well before your legend is written.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

\n

The Bandit attacks with their Scimitar.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":25,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]},{"_id":"hSxEhrT9CFdLG40m","name":"Light Crossbow","type":"weapon","data":{"description":{"value":"
\n

Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

\n

The Bandit attacks with their Light Crossbow.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"lgt":true,"two":true,"amm":true,"fin":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/crossbow-light.jpg","effects":[]},{"_id":"pByEnV0Y7QOI0ndA","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination power that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_09.jpg","effects":[]},{"_id":"wmqCsq80pewLPg4c","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

The sphinx’s weapon attacks are magical.

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\n

The sphinx is a 12th-level powercaster. Its powercasting ability is Wisdom (power save DC 18, +10 to hit with power attacks). It requires no material components to cast its powers. The sphinx has the following cleric powers prepared:

\n

• Cantrips (at will): sacred flame, spare the dying, thaumaturgy• 1st level (4 slots): command, detect evil and good, detect magic• 2nd level (3 slots): lesser restoration, zone of truth• 3rd level (3 slots): dispel magic, tongues• 4th level (3 slots): banishment, freedom of movement• 5th level (2 slots): flame strike, greater restoration• 6th level (1 slot): heroes' feast

\n
\n

The sphinx is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"1VqHo34RfZWxXk7R","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"cPhzBNIMMjYjc8sU","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"gj1jJcjAgCrXmlbX","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"12A64lMgR6Z13Xms","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"I9VYl7m6OgtKXpiI","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"sRyc27ppME4WhfuB","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"83YVr08H8yrAXe3r","name":"Lesser Restoration","type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"J3HDssTo0AEI2csX","name":"Zone of Truth","type":"power","data":{"description":{"value":"

You create a magical zone that guards against deception⁠ in a 15-foot-radius sphere⁠ centered on a point of your choice within range. Until the power ends, a creature that enters the power’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

","chat":"","unidentified":""},"source":"PHB pg. 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":18,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-2.jpg","effects":[]},{"_id":"skW50FeLzUoYbOUQ","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"2zlPvHp9vj9anzAw","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"LrzoZ9UuXWl8PFuu","name":"Banishment","type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":18,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]},{"_id":"NrQpb7X1Y1pjEb7I","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Powers and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

\n

The target can also spend 5 feet of Movement to automatically escape from non-magical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-spirit-2.jpg","effects":[]},{"_id":"YL0i8XfFrHNqUNPg","name":"Flame Strike","type":"power","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-3.jpg","effects":[]},{"_id":"Q7h1DJfK5qjRlHyK","name":"Greater Restoration","type":"power","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

\n
    \n
  • One effect that Charmed or Petrified the target
  • \n
  • One curse, including the target’s Attunement to a cursed magic item
  • \n
  • Any reduction to one of the target’s Ability Scores
  • \n
  • One effect reducing the target’s hit point maximum
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]},{"_id":"VqizLDE4WlQvHUus","name":"Heroes' Feast","type":"power","data":{"description":{"value":"

You bring forth a great feast, including magnificent food and drink. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial Effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

\n

A creature that partakes of the feast gains several benefits. The creature is cured of all Diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom Saving Throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of Hit Points. These benefits last for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem-encrusted bowl worth at least 1000gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-3.jpg","effects":[]},{"_id":"yotsIj19d5spOVGb","name":"Claw","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

\n

The Androsphinx attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"value":"","amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"gddHh6xWKLMmCT1J","name":"Multiattack","type":"feat","data":{"description":{"value":"

The sphinx makes two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":0,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"ez87kySQJgKUPT9L","name":"Roar","type":"feat","data":{"description":{"value":"
\n

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

\n

**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

\n
\n

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]},{"_id":"sCcGdT18vb7al854","name":"First Roar","type":"feat","data":{"description":{"value":"

Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]},{"_id":"hrPPu1rypQZWPHDp","name":"Second Roar","type":"feat","data":{"description":{"value":"

Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]},{"_id":"guh5qlJFR8iKncKj","name":"Third Roar","type":"feat","data":{"description":{"value":"

Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d10","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/emerald_06.jpg","effects":[]},{"_id":"u7KoAMVBDhcaWQAd","name":"Legendary Actions","type":"feat","data":{"description":{"value":"

The sphinx can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"","type":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":825000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"fZY6aMo87z2iSl9Q","name":"Claw Attack","type":"feat","data":{"description":{"value":"

The sphinx makes one claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blood_06.jpg","effects":[]},{"_id":"ZZdoas8GMbE3AzzZ","name":"Teleport","type":"feat","data":{"description":{"value":"

The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"sr"},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"COSA7NBYXiWccqNu","name":"Cast a Power","type":"feat","data":{"description":{"value":"

The sphinx casts a power from its list of prepared powers, using a power slot as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"L4i5v1sND0KLLlb4","name":"Lair Actions","type":"feat","data":{"description":{"value":"

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Beholden to a culture and leadership all their own, tribal warriors shirk the trappings of governments and laws in preference of following powerful chieftains, ravaging warlords, or tight-knit tribal collectives banded together for mutual benefit. Tribal warriors act not like the guards of the city gates; rather, they function on hierarchies of honor, physical prowess, and in the legacy of deeds won in battle. Equipped with simple weapons such as spears, shortswords, or blunt maces the tribal warrior thrives within the heat of a battle, relishing in the decimation of their enemies. Theirs is a world of power struggles played upon the field of war rather than behind the closed doors of a council chamber. While one on one fights may be availed to combatants who prove themselves a worthy challenge, the tribal warrior is often not far from their allies. Utilizing simple combat techniques to pincer or route adversaries, the tribal warrior is no stranger to guerilla combat. Should you enter a tribe's hard won territory it will be likely that the tribe was alerted miles ahead of your approach to their borders. Be cautious, be wise, and keep an eye upon the rustling trees of the roadways should you stray into a land most unfamiliar. Tribal warriors respect honor and might, should you show them both then bloodshed of a greater order may be quickly avoided.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

\n

The Tribal Warrior attacks with their Spear.

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\n

The first time you see those hollow sockets staring back at you with some semblance of thought inside the skull, I advise to quash any feelings of accomplishment.  The skeletal servant you have raised is little more than a brainless husk.  Without proper, and I mean proper, instruction, the bones in front of you might as well have remained dusty upon the floor.  Explain the orders carefully and lay out the steps of your new servant’s tasks with exceeding care.  Also, should you catch your skeletal friend partaking in the activities of their former life, do not scold them.  The mundane routine of chopping wood or swinging a hammer can allow for more malleable servants as time continues.
The Book of Dark Servants, Vol III.

\n
\n

Skeletons are beings raised into undeath by the will of necromantic magic.  The necromantic magics used within the ritual can either be cast by a trained hand or simply seep into the bones of the skeleton in areas of concentrated death.  Cemeteries, catacombs, and battle fields are all subject to the sporadic rising of skeletons into their new lives.  The magic not only keeps the skeleton “living”, but it also binds joints and bones together like spectral ligaments.  With its second life, the skeleton acts as a semi-mindless creature serving its master’s will.

\n

Spooky Scary. For the up and coming necromancer, skeletons make worthy guards for a hidden repository of forbidden knowledge.  Skeletons will follow simple to mildly complex orders given (such as forming a protective circle or constructing minor defenses) without the necromancer needing to worry about the durability of their creations.  The skeletons will avoid danger and refuse to injure themselves unless explicitly ordered by their master.  Skeletons do seem to grow rather bored without direction and have been observed ambling around an area performing simple actions from their past lives.  One notable skeleton I recall was still able to cast their fishing line, though clumsily at best, into the nearby lake.  Skeletons, however, are not utilized for their prior skills but as guardians of the necromancer who summoned them back from the hells.  Skeletons are more than capable when swinging a sword or firing a crossbow, finding martial prowess in death that they may have lacked in life thanks to the dark power flowing through their marrow.

\n
\n

Author’s Note: Not all skeletal adversaries in an adventurer’s journey will be humanoid.  Be wary, as significant magics can summon back more powerful skeletal monsters.

\n
\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Skeleton attacks with its Shortbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Skeleton attacks with its Shortsword.

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If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on Strength saving throw.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

The Gorgon attacks with its Gore.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

The Gorgon attacks with its Hooves.

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The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw.

On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration power or other magic.

The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon can breathe air and water.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

The Gold Dragon Wyrmling attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 15-foot cone. Each creature in that area must make a Strength saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

The Blue Dragon Wyrmling attacks with its Bite.

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The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

If the elemental takes cold damage, it partially freezes.

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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The elemental makes two slam attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Water Elemental attacks with its Slam.

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Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water.

If the saving throw is successful, the target is pushed out of the elemental's space.The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Each creature in the elemental's space must make a Strength saving throw. If it is Large or smaller, it is also grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a Strength check and succeeding.

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There was a rumor, started by some Svirfneblin culture centuries ago, which stated a swarm of hungry quippers could devour an entire horse in under a minute. No one has yet volunteered to sacrifice their beast to the swarm to test this boast to date.
- A note on my studies in the Underdark.

\n
\n

The Quipper is a variety of carnivorous fish found in almost any body of water regardless of location. Approximately the size of an adult human’s fist, these tiny beasts are ravenous when they sense any scrap of food is nearby. The quipper’s jaw is lined with a jagged row of dagger-sharp teeth which they use to strip flesh from bones at lightning speed. The quipper’s ability to see even within the darkness of a frigid cavern lake makes them extremely deadly to the unwary traveler who takes an accidental plunge into the darkened waters. Though it is not entirely unheard of to see quippers on their own it is far more common that they travel in swirling swarms. These clouds of razor-toothed fish can sense blood in the water from great distances, able to sniff a single drop of the life giving fluid in over 200 liters of water. I suggest that any adventurer steer well clear of any water they are not certain is free of quippers.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.

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The stalker is invisible.

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The stalker makes two slam attacks.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

The Invisible Stalker attacks with its Slam.

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Token artwork by Forgotten Adventures.

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The mephit can innately cast heat metal (power save DC 10), requiring no material components. Its innate powercasting ability is Charisma.

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Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a Dexterity saving throw.

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While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

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Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

The Magma Mephit attacks with its Claws.

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The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

The mephit exhales a 15-foot cone of fire. Each creature in that area must make a Dexterity saving throw.

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\n

Strolling through the forest one spring morning I did find myself brought down to the earth by a most unusual hole gaping wide in the forest floor. Thinking myself a rather clever sleuth in finding some ill-witted bandit’s secret treasures, I did quickly reach my hand within the tunnel only to be greeted by something oddly fuzzy and a most severe pain to boot! Let my incident (and missing finger) with the woodland badger be warning to those lacking in wisdom; do not reach into places where your hand does not belong!

\n
\n

- Merchant Lord Ellemond Doughty.

\n

The common forest dwelling badger is a creature of ingenuity and sheer determination. This creature, resembling a most rotund and powerful weasel, busies itself upon the forest floor catching its prey of insects and small mammals all the while toiling away at creating itself a sett, or more commonly called, a burrow. The badger’s coat is decked in marvelous black and white stripes running the length of its body. With gentle eyes and an otherwise calm demeanor, the badger exudes an image of a more timid beast; however, this outer appearance should be observed with caution. Armed with thick, elongated claws made for churning through the toughest of soil and a set of powerful jaws to match, badgers are quick to defend themselves should a foolish soul harass them. As long as you do not agitate the badger, it will find no recourse to harm you.

\n

Miraculous Mandibles. A badger’s most intriguing feature is a set of peculiar jawbones with provide it with a spectacular method of defense. The animal’s jaws are set into long cavities within its skull allowing the badger to lock its jaws in place thus increasing its already powerful bite strength and avoid the possibility of mandible dislocation. A truly remarkable evolutionary advantage in avoiding combat (rather than confronting its adversary) is the badger’s natural odor. These creatures can release a powerful musk from scent glands located near their rears which can easily drive away predators. It is for these reasons that many forest dwelling cultures revere the badger as a guardian of the forest and attempt to utilize the badger’s unique abilities in their own bid for survival in the wilds of our world.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 1 piercing damage.

\n

The Badger attacks with its Bite.

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The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid.

Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The werebear can use its action to polymorph, or return to its true form.

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The werebear has advantage on Wisdom (Perception) checks that rely on smell.

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In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.

The Werebear attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Werebear attacks with its Claw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

\n
\n

The Werebear attacks with its Greataxe.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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The Brown Bear attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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The Brown Bear attacks with its Claws.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

The Roc attacks with its Beak.

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Melee Weapon Attack:+13 to hit,, 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage.

The target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

The Roc attacks with its Talons. The target is grappled. Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

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Token artwork by Forgotten Adventures.

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While out of water, the octopus can hold its breath for 1 hour.

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The octopus has advantage on Dexterity (Stealth) checks made while underwater.

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The octopus can breathe only underwater.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Recharges after a Short or Long Rest.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater.

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Melee Weapon Attack:+5 to hit,, 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

\n

If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

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\n

The Giant Octopus attacks with its Tentacles. If the target is a creature, it is grappled. Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Ancient Brass Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Brass Dragon attacks with its Claw.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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Melee Weapon Attack:+14 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Brass Dragon attacks with its Tail.

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The dragon uses one of the following breath weapons:

\n

**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

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\n

**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 ( 2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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\n

Author’s Note: Please see below the entry for “Lizard” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

“Hey there Mr. Goodberry lookie here!  I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard.  These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes.  What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces.  Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe.  Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options!  However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids.  The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Underdark","cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"MM pg. 326","class":{},"size":"lg"},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":2000000,"flags":{},"img":"systems/sw5e/tokens/beast/GiantLizard.png","token":{"flags":{},"name":"Giant Lizard","displayName":20,"img":"systems/sw5e/tokens/beast/GiantLizard.png","tint":null,"width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"pLzSh4dA517Tn73E","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"fLwfCY0GE5S7mMYv","name":"Bite","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

\n

The Giant Lizard attacks with its Bite.

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If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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The minotaur can perfectly recall any path it has traveled.

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At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

The Minotaur attacks with its Greataxe.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

The Minotaur attacks with its Gore.

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Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such impact upon humanoid life as does the rat. Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to. These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves. Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door. Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures. Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals. A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself. Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur. Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth. Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The rat has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack:+0 to hit,, 5 ft., one target. Hit: 1 piercing damage.

\n

The Rat attacks with its Bite.

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Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such impact upon humanoid life as does the rat. Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to. These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves. Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door. Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

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Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures. Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals. A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself. Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur. Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth. Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The rat has advantage on Wisdom (Perception) checks that rely on smell.

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The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

\n

The Giant Rat attacks with its Bite.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+ 15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

The Ancient Black Dragon attacks with its Bite.

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Melee Weapon Attack:+15 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Black Dragon attacks with its Claw.

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Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Black Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

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The dragon can take 3 legendary actions.

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The dragon makes a Wisdom (Perception) check.

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The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

The Young Copper Dragon attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Copper Dragon attacks with its Claw.

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\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

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\n

**Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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\n

**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 30-foot cone. Each creature in that area make a Constitution saving throw.

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The dragon makes three attacks: one with its bite and two with its claws.

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The rakshasa can't be affected or detected by powers of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other powers and magical effects.

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The rakshasa's innate powercasting ability is Charisma (power save DC 18, +10 to hit with power attacks). The rakshasa can innately cast the following powers, requiring no material components:

\n

At will: detect thoughts, disguise self, mage hand, minor illusion

\n

3/day each: charm person, detect magic, invisibility, major image, suggestion

\n

1/day each: dominate person, fly, plane shift, true seeing

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The rakshasa makes two claw attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature.

The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse power or similar magic.

The Rakshasa attacks with its Claw.

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For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"jTLRl5pX8kwsfyoG","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"MnQwWVPKs9ga5bKa","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"2boEOEZoprgITrzn","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"KiMKj5sTPXl1XSE9","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"kj2TnzkLvawtQ4Rg","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"3FZQ0H5zCw4p6vn1","name":"Major Image","type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"Ckw1hRrOxipEVghR","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"EsDjBP68jWnF2l7F","name":"Dominate Person","type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"iNF3tgofebDcdqx0","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"HkbniuFmJt7hOBF6","name":"Plane Shift","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":18,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"1Bm31uiAjkCyWnv7","name":"True Seeing","type":"power","data":{"description":{"value":"

This power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"An ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the power","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]}],"effects":[]} +{"_id":"qZyLwdx7lj5d1wfD","name":"Roper","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":15},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"int":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9}},"attributes":{"ac":{"value":20,"min":9},"hp":{"value":93,"min":0,"max":93,"temp":0,"tempmax":0,"formula":"11d10 + 33"},"init":{"value":0,"bonus":0,"mod":-1,"total":-1,"prof":0},"movement":{"burrow":0,"climb":10,"fly":0,"swim":0,"walk":10,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":3,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":540,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Ropers are underworld hunters and ambushers which have evolved to assume the appearance of stalagmites or other rock formations. Ropers wait for living creatures to draw near before lashing out with extruding tendrils which ensnare the target and sap its strength. The roper will draw its prey into a large fanged maw to slowly consume.

","public":""},"alignment":"Neutral Evil","race":null,"type":"Monstrosity","environment":"Underdark","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"MM pg. 261","class":{}},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"arc":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"his":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"med":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"prc":{"value":1,"ability":"wis","mod":3,"bonus":0,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"rel":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"ste":{"value":2,"ability":"dex","mod":-1,"bonus":0,"passive":15,"prof":6,"total":5},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"RSebJT8R6qUqPs4A","sort":900000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Roper","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"qZyLwdx7lj5d1wfD","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"rnluQsu6p0n6s70W","name":"False Appearance","type":"feat","data":{"description":{"value":"

While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"hQLj7Zzuva4M9KzH","name":"Grasping Tendrils","type":"feat","data":{"description":{"value":"

The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage).

Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

The roper can have up to six tendrils at a time. Each tendril can be attacked. A tendril can also be broken if a creature takes an action and succeeds on a Strength check against it.

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The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

The Roper attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 50 ft., one target. Hit: The target is Grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength Checks and Strength Saving Throws , and the roper can't use the same tendril on another target.

The Roper attacks with its Tendril. The target is grappled. Until the grapple ends, the target is restrained and has disadvantage on Strength Checks and Strength Saving Throws.

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The roper pulls each creature grappled by it up to 25 ft. straight toward it.

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The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

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Bats are a common fixture within the secluded forests and lightless caverns of our world. Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness. This alone makes them a prized choice for a summoned familiar. Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight! Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp. What makes these creatures truly unique is their ability to navigate in the pitch black of night. The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath. The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigation without the aid of their eyes. It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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The bat can't use its blindsight while deafened.

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack:+0 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

\n

The Bat attacks with its Bite.

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Oh adventurer, were I able to precisely list every nature of cultists here for you, this tome would certainly span multitudinous volumes. Cultists, as their name describes, are those members of a secret underground society (or cult) whom very often practice a dark and unholy religion with their fellows. Beware adventurer! Not every cult is simply based around religious pretexts, there are those who seek political movements, those who are power hungry, and those who deign to meddle with forces our histories have lost long ago. Let me describe for you the very basics of common cult activity.

\n

Friends on the Other Side. Cultists operate entirely in secrecy outside of the normal comings and goings of everyday life. What makes the cultist so fascinating is that they often attempt to blend seamlessly in with common folk: the barkeep at your favorite tavern, the guard near the gate, or even the dancer upon the stage may all be part of an underground community based ostensibly in evil. Now, to be clear, I do not encourage paranoia as cult activity is relatively rare in comparison to other, more immediate threats to our world; however, should a clever adventurer keep a keen eye out for secretive motions or gestures, odd symbols or markings, and even whispered code words, they can be certain they have stumbled into the workings of a cult. Quite commonly cultists align themselves with an ancient power trapped or dormant somewhere upon one of the more foul planes of existence. Their goals with this dark, godly force are myriad but often include control of a political structure, the deaths of hundreds if not thousands, or simply to sew despair and chaos across the realms of mortals. Unlike the desperate and cowardly bandits pushed to the brink by circumstance, cultists are often irredeemable foes. These men and women have been programed, brain-washed, or even directly controlled by their benefactor into the ways of darkness; often they are unfortunately unable to return to society once they have ingratiated themselves too deeply within the cult's network. Cults should always be handled and broken up with the utmost care; though the humanoid pawns behind the cult can be more easily dealt with, it should be remembered that cosmically evil forces may be at work and already set well into motion behind those pawns.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Any Non-Good Alignment","race":null,"type":"Humanoid","environment":null,"cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"MM pg. 345","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"any one language (usually Common)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":1,"ability":"int","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"ZSWBRlk2vsD2qKZC","sort":1800000,"flags":{},"img":"systems/sw5e/tokens/humanoid/CultistRedM.png","token":{"flags":{},"name":"Cultist","displayName":20,"img":"systems/sw5e/tokens/humanoid/CultistRedM.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"qkLNA1lKMMJpxuWg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"nfPMecUVS2iOgAKJ","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":"10","attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"MyhBa9G8ryUWGm5D","name":"Dark Devotion","type":"feat","data":{"description":{"value":"

The cultist has advantage on saving throws against being charmed or frightened.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

\n

The Cultist attacks with their Scimitar.

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Token artwork by Forgotten Adventures.

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The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

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The ghost can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The ghost can move through other creatures and objects as if they were difficult terrain.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

The Ghost attacks with its Withering Touch.

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The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

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Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years.

A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration power, but only within 24 hours of it occurring.

Each non-undead creature within 60 ft. of the ghost that can see it must succeed make a Wisdom saving throw. A target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

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One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness.

The ghost can't be targeted by any attack, power, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good power. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

One humanoid that the ghost can see within 5 ft. of it must make a Charisma saving throw.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

The Young Red Dragon attacks with its Bite.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Young Red Dragon attacks with its Claw.

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The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw.

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The dragon makes three attacks: one with its bite and two with its claws.

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The nalfeshnee has advantage on saving throws against powers and other magical effects.

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The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

The Nalfeshnee attacks with its Bite.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

The Nalfeshnee attacks with its Claw.

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The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

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The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

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In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

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More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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The Bandit Captain attacks with their Scimitar.

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Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

The Bandit Captain attacks with their Dagger.

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The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

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Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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\n

The Wight attacks with its Longbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

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The Wight attacks with its Longsword.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage.

\n

The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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\n

The Wight attacks with its Life Drain. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes a extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

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The Giant Goat attacks with its Ram.

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A horse is a horse, of course of course.
Dolan Dullard’s Book of Actual Rhymes

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    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

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The Riding Horse attacks with its Hooves.

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The devil has advantage on saving throws against powers and other magical effects.

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The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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\n

Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.

\n

The Barbed Devil attacks with its Claw.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

\n

The Barbed Devil attacks with its Tail.

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\n

Ranged Power Attack:+5 to hit,, 150 ft., one target. Hit: 10 (3d6) fire damage.

\n

If the target is a flammable object that isn't being worn or carried, it also catches fire.

\n
\n

The Barbed Devil attacks with its Hurl Flame. If the target is a flammable object that isn't being worn or carried, it also catches fire.

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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The hag can breathe air and water.

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The hag's innate powercasting ability is Charisma (power save DC 12). She can innately cast the following powers, requiring no material components:

\n

At will: dancing lights, minor illusion, vicious mockery

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The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Green Hag attacks with its Claws.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

\n

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

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The hag magically turns invisible until she attacks or casts a power, or until her concentration ends (as if concentrating on a power). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

The hag magically turns invisible. Any equipment she wears or carries is invisible with her.

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Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.

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\n

The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target.

\n

The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

\n
\n

The target must make a Wisdom saving throw. Whenever the target takes damage, the target can repeat the saving throw. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"wis"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1137500,"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"eK34LWjCZnoLqUbv","name":"Detect","type":"feat","data":{"description":{"value":"

The aboleth makes a Wisdom (Perception) check.

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\n

The aboleth makes one tail attack.

\n
\n

The aboleth swipes its tail against its prey!

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One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

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\n

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

\n
\n

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a Constitution saving throw.

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If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

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\n

Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature gains Tentacle Disease.

\n
\n

The Aboleth attacks with its Tentacle. If the target is a creature, it must make a Constitution saving throw.

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\n

Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

\n
\n

The Aboleth attacks with its Tail.

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The aboleth can breathe air and water.

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\n

After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing power of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

\n
\n

You feel a surging pain rushing through your body!

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":250000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_16.jpg","effects":[]},{"_id":"5zfFkWqOMddCmxiR","name":"Multiattack","type":"feat","data":{"description":{"value":"

The aboleth makes three tentacle attacks.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The aboleth can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

\n
\n

The aboleth can take 3 legendary actions.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

\n

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The shark can breathe only underwater.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

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The Hunter Shark attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage.

If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse power or other magic.

The Mummy attacks with its Rotting Fist. If the target is a creature, it must make a Constitution saving throw.

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The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn.

If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must make a Wisdom saving throw against this magic.

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The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

The Grick attacks with its Tentacles.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Grick attacks with its Beak.

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The tiger has advantage on Wisdom (Perception) checks that rely on smell.

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\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

\n

If the target is prone, the lion can make one bite attack against it as a bonus action.

\n
\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

\n

The Saber-Toothed Tiger attacks with its Bite.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

\n

The Saber-Toothed Tiger attacks with its Claw.

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Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

\n

","public":""},"alignment":"Any Non-Good","race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"powerLevel":4,"xp":{"value":450},"source":"MM pg. 345","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"any one language (usually Common)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"per":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"rel":{"value":1,"ability":"int","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":4,"override":4,"max":4},"power2":{"value":3,"override":3,"max":3},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"ZSWBRlk2vsD2qKZC","sort":1700000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Cult Fanatic","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"tYfQIxCJT0WaaKmc","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"vTb2KSllrajm88Ni","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The fanatic has advantage on saving throws against being charmed or frightened.

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\n

The fanatic is a 4th-level powercaster. Its power casting ability is Wisdom (power save DC 11, +3 to hit with power attacks).

\n

The fanatic has the following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): command, inflict wounds, shield of faith

\n

2nd level (3 slots): hold person, spiritual weapon

\n
\n

The fanatic is a powercaster. Its power casting ability is Wisdom.

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You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"6gdrsDerIEH5YGOT","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"OEwZcZzFfpuTr7Gn","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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Make a melee power Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

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The fanatic makes two melee attacks.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

\n

The Cult Fanatic attacks with their Dagger.

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Avernus, the realm of fire and blood, revealed itself to me in a wave of heat and the wails of the unfortunate. As I peered into the first circle of the Nine Hells I did spy the quarry of my search with relative ease, The Maggot Pit. Here, deep within the valley of a parched and cracking mountain range lay a pit perhaps a mile in diameter, flanked all around by devilish guards. Within the milky pit writhed millions of ghostly pale worms, biting and squirming beneath their fellows. It was here that the lowly devils did bring up cart after cart piled high with the wretched and weakened souls of the pitiful dead, who were unceremoniously prodded to the edge of the pit and thrown within the writhing “waters” below. The sight of the lamentable being that emerged from that pool haunts my visions to this very day… 
- Alaband the Curious, Mage in the Circle of the Constellar.

\n
\n

Wretched and foul, the Lemure is perhaps the weakest being to emerge shrieking from the Nine Hells into our plane of existence. Lemures resemble nothing more than a living ooze which has attempted to take the form of something vaguely humanoid. A malformed head with humanoid features sits atop the puddle of a creature, its pink and rotting flesh slithering beneath two stunted arms. Only able to cry out incoherently, the Lemure acts at the whim of its infernal masters, reduced in this form to a babbling fool. These creatures are the first troops sent through to another plane as the infantry in a never ending war which the Archdevils of the Nine Hells wage upon their foes. Though the Lemure has nearly no will of its own, the creature does have the strength to return to life should it be killed within its home of the Nine Hells. Be sure to pack a fair portion of holy water or utilize a Bless incantation should you slay on of these beasts in the realm of the devils, lest it only return to life within the Maggot Pit a few days after its demise.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
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Magical darkness doesn't impede the lemure's darkvision.

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\n

A lemure that dies in the Nine Hells sometimes comes back to comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless power cast on that creature or its remains are sprinkled with holy water.

\n
\n

A lemure that dies in the Nine Hells sometimes comes back to life.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

\n

The Lemure attacks with its Fist.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"hGGrGcyo6L62I2rM","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"CXPSEbsRqSkZnER8","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"eCpXCLFLV7W22orV","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+15 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Ancient Copper Dragon attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"lsey8RJZiuByt97z","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+15 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Copper Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"SvpSnbfGzHw6dW0p","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+15 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Copper Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"YkCurZ53A7ciRit3","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":19,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"gkVpkxWRXjzllWOH","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"8GXBUXkbu1e62ZDK","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"O2pIuhKov4RccvzH","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"oSQ8xmkOOeRaSlFz","name":"Tail Attack","type":"weapon","data":{"description":{"value":"

The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"TXjalusRqJTJKFCq","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

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\n

**Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]},{"_id":"B8O16TZ5LWWKc4a4","name":"Slowing Breath","type":"feat","data":{"description":{"value":"
\n

**Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":22,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]}],"effects":[]} +{"_id":"u1UQfHutP5eEKkjM","name":"Young White 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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

The Young White Dragon attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"The dragon opens its wide mouth to bite its foe.","critical":null,"damage":{"parts":[["2d10 + @mod","piercing"],["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":300001,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"d9xXEIYNNQjIMGF8","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young White Dragon attacks with its Claw.

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The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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The dragon makes three attacks: one with its bite and two with its claws.

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When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

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The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

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When the balor dies, it explodes, and each creature within 30 feet of it must make a Dexterity saving throw. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

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At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.

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A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

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At the start of each of the balor's turns, each creature within 5 feet of it takes fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes fire damage.

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The balor has advantage on saving throws against powers and other magical effects.

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The balor's weapon attacks are magical.

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The balor makes two attacks: one with its longsword and one with its whip.

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The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage.

\n

If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

\n
\n

The Balor attacks with its Longsword.

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Melee Weapon Attack:+14 to hit,, 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage.

\n

The target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

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\n

The Balor attacks with its Whip. The target must make a Strength saving throw.

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Token artwork by Forgotten Adventures.

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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\n

Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.

\n

The target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

\n
\n

The Giant Spider attacks with its Bite. The target must make a Constitution saving throw.

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\n

Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing.

\n

As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

\n
\n

The target is restrained by webbing. As an action, the restrained target can make a Strength check, bursting the webbing on a success.

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Melee Weapon Attack:+17 to hit,, 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

The Ancient Red Dragon attacks with its Bite.

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Melee Weapon Attack:+17 to hit,, 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

The Ancient Red Dragon attacks with its Claw.

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Melee Weapon Attack:+17 to hit,, 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

The Ancient Red Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["26d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"CGGqslZMTHbSwRwP","name":"Legendary Resistance","type":"feat","data":{"description":{"value":"

If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"Whn4pPAB1YSnvocN","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 ([[/r 2d6+10]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"CKhSReu2mqp91FfW","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

The White Dragon Wyrmling attacks with its Bite.

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The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a Constitution saving throw.

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The behir makes two attacks: one with its bite and one to constrict.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

\n

The Behir attacks with its Bite.

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Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage.

\n

The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

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\n

The Behir attacks with its Constrict. The target is grappled if the Behir isn't already constricting a creature, and the target is restrained until this grapple ends.

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The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

\n

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

\n
\n

The Behir attacks with its Swallow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

The Ochre Jelly attacks with its Pseudopod.

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When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 Hit Points. Each new jelly has Hit Points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

The jelly splits into two new jellies. New jellies are one size smaller than the original jelly.

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If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be pushed up to 10 feet away and knocked prone.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

The Minotaur Skeleton attacks with its Greataxe.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

The Minotaur Skeleton attacks with its Gore.

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The hag's innate powercasting ability is Charisma (power save DC 14, +6 to hit with power attacks). She can innately cast the following powers, requiring no material components:

\n

At will: detect magic, magic missile

\n

2/day each: plane shift (self only), ray of enfeeblement, sleep

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"rRT4rt1Nlfluj0mt","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"9lPXTDWpyq7hq6WC","name":"Magic Missile","type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":"1d4+1"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]},{"_id":"9Gf1hal94HjuAHMN","name":"Plane Shift (self only)","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":2,"max":2,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"rcgnaOciUJHj34Mi","name":"Ray of Enfeeblement","type":"power","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged power attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the power ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the power. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":2,"max":2,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-jade-2.jpg","effects":[]},{"_id":"PH7UXgDUQLHXIhsf","name":"Sleep","type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":2,"max":2,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"2d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]},{"_id":"OMZ6qNK1bdpI8ryh","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The hag has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"Um3cK4i4ZQSTqodb","name":"Claws (Hag Form Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Night Hag attacks with its Claws.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+@mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":900001,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"ftmaVOSJXvHPhraJ","name":"Change Shape","type":"feat","data":{"description":{"value":"

The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000001,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"0blKOND2AnsMsZa6","name":"Etherealness","type":"feat","data":{"description":{"value":"

The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_12.jpg","effects":[]},{"_id":"tYZggJHgAbixP5rs","name":"Nightmare Haunting","type":"feat","data":{"description":{"value":"

While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good power cast on the target prevents this contact, as does a magic circle.

As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration power or similar magic.

While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. As long as the contact persists, the target has dreadful visions.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":true},"attunement":0},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_25.jpg","effects":[]}],"effects":[]} +{"_id":"y8sRU8Ks2lcrGsaf","name":"Goat","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":10,"min":10},"hp":{"value":4,"min":0,"max":4,"temp":0,"tempmax":0,"formula":"1d8"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":180,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Ah the domestic goat, both the shepard’s best friend and mortal enemy. Hailing from roots similar to antelope and sheep, the goat has become a mainstay in the world of domesticated farm animals. Goats resemble something of a shorn sheep with thick, bristle-like fur and small hooves adorning their nimble feet. Atop the goat’s head rests a set of hard horns which, depending upon the species, can vary from short and knobby to long curled protrusions. The goats use their horns for both defense and contests of strength between fellow males (or billies) during spectacular ramming matches. The clattering of mountain goats’ horns can be heard clearly throughout the valley towns during the creature’s mating seasons.

\n

Of Evil and Garbage. Goats can be called nothing if not resourceful when it comes to what they choose to ingest. Goats will typically feed upon grass and weeds found in their favored open fields; however, several shepherds have noted their goats eating such objects as iron nails, bits of discarded clothing, and even the wheels of a wagon! The image of a goat has also been co opted by some of the more nefarious of our realm as a symbol of evil to represent various foul cults. Perhaps it is the goat’s sinister horizontal pupil that elicits fear in onlookers or their common use by some cultures as a ritualistic sacrifice that drives the cults to utilize their visage. No matter the cause, goats continue to be an integral though stubborn part of our everyday lives as their meat, milk, and utility in flocks makes them a hardy domesticated creature.

\n
    \n
  • Token artwork by Forgotten Adventures.
  • \n
  • Bestiary entry by Penelope (Vyrnali).
  • \n
","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Mountain","cr":"0","powerLevel":0,"xp":{"value":10},"source":"MM pg. 330","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"kdTgTyvlimxTW5xZ","sort":3800000,"flags":{},"img":"systems/sw5e/tokens/beast/Goat.png","token":{"flags":{},"name":"Goat","displayName":20,"img":"systems/sw5e/tokens/beast/Goat.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"y8sRU8Ks2lcrGsaf","actorLink":false,"disposition":0,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"fmILoB0arLdodNGB","name":"Charge","type":"feat","data":{"description":{"value":"
\n

If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

\n
\n

If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes a extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"flat","value":"str"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]},{"_id":"gyY5rw0x4itzMKoj","name":"Sure-Footed","type":"feat","data":{"description":{"value":"

The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Goat","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]},{"_id":"I3ioyE4CVHPLGGy7","name":"Ram","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

\n

The Goat attacks with its Ram.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

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The Winter Wolf attacks with its Bite. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Recharge 5-6.

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The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes fire damage.

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Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Any metal melee weapon the salamander wields deals an extra fire damage on a hit (included in the attack).

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The salamander makes two attacks: one with its spear and one with its tail.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.

The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

The Salamander attacks with its Tail. The target is grappled. Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

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Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

\n

The Salamander attacks with its Spear.

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Wolves are the largest of the wild dog species roaming the plains and forests of our wonderful world.  Anywhere from light brown to a midnight black in coloration, wolves stand as the common ancestor to all natural dog species currently inhabiting the planet.  Wolves have a long, broad muzzle filled with sharp teeth, a thick coat to insulate them from difficult winters, and keen eyes and ears with which they may track a target.  The most amazing aspect of the wolf is its incredible nose which can smell prey from up to one and a half miles away.  This amazing nose (packed with hundreds of millions of scent receptors) can also determine the mood of other wolves, what they’ve eaten, and even where they’ve been..

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The Wolves Among Us. As is common with many other dog species, wolves live in communities called packs.  WIthin the pack, wolves hunt together, raise their young together, and provide group protection.  When encountering wolves, be wary should you only spy a single animal prowling the area.  It’s quite likely where there is a straggler wolf, the rest of the pack lurks nearby ready to defend their family from attack.  Wolves, which unable to speak, are able to “communicate” via barks and growls as well as follow simplistic tactics such as flanking maneuvers or surprise attacks.  The strength of the pack allows for the wolves to combine their intelligence and form a deadly fighting force of gnashing teeth.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

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If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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The Wolf attacks with its Bite. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage.

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If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

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The Giant Rat (Diseased) attacks with its Bite. If the target is a creature, it must make a Constitution saving throw.

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The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Token artwork by Forgotten Adventures.

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The golem is immune to any power or effect that would alter its form.

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The golem has advantage on saving throws against powers and other magical effects.

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The golem's weapon attacks are magical.

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The golem makes two slam attacks.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

The Stone Golem attacks with its Slam.

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The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic.

On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a Wisdom saving throw against this magic. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet.

If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

The shield guardian is magically bound to an amulet.

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The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

The shield guardian regains 10 hit points at the start of its turn.

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A powercaster who wears the shield guardian's amulet can cause the guardian to store one power of 4th level or lower. To do so, the wearer must cast the power on the guardian. The power has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the powercaster, the guardian casts the stored power with any parameters set by the original caster, requiring no components. When the power is cast or a new power is stored, any previously stored power is lost.

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The guardian makes two fist attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

The Shield Guardian attacks with its Fist.

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When a creature makes an Attack against the wearer of the guardian's Amulet, the Guardian grants a +2 bonus to the wearer's AC if the Guardian is within 5 feet of the wearer.

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The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid.

Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The weretiger can use its action to polymorph, or return to its true form.

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The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

If the target is prone, the panther can make one bite attack against it as a bonus action.

If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw or be knocked prone.

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In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

The Weretiger attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

The Weretiger attacks with its Claw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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The Weretiger attacks with its Scimitar.

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Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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The Weretiger attacks with its Longbow.

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Token artwork by Forgotten Adventures.

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The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The owlbear makes two attacks: one with its beak and one with its claws.

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Melee Weapon Attack:+7 to hit,, 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

The Owlbear attacks with its Beak.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

The Owlbear attacks with its Claws.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

The Red Dragon Wyrmling attacks with its Bite.

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The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+15 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

The Ancient Green Dragon attacks with its Bite.

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Melee Weapon Attack:+15 to hit,, 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

The Ancient Green Dragon attacks with its Claw.

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Melee Weapon Attack:+15 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Green Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

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The dragon can take 3 legendary actions.

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The dragon makes a Wisdom (Perception) check.

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The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"rjVthf9YEA81XZjL","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"OoVAWU2oGYfbBuiv","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]}],"effects":[]} +{"_id":"zpaZb7I8alY32vWV","name":"Vampire Spawn","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0,"dc":14},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":10,"proficient":1,"min":3,"mod":0,"save":3,"prof":3,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":15,"min":13},"hp":{"value":82,"min":0,"max":82,"temp":0,"tempmax":0,"formula":"11d8 + 33"},"init":{"value":0,"bonus":0,"mod":3,"total":3,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":3,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":240,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.

","public":""},"alignment":"Neutral Evil","race":null,"type":"Undead","environment":"Underdark","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"MM pg. 298","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","custom"],"custom":"bludgeoning, piercing, and slashing from nonmagical attacks"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"the languages it knew in life"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":1,"ability":"wis","mod":0,"bonus":0,"passive":13,"prof":3,"total":3},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","mod":3,"bonus":0,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"RCqDAUEk193jomBI","sort":100000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Vampire Spawn","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"zpaZb7I8alY32vWV","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"HebvJc2NqYvdR79s","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+6 to hit,, 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.

The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The Vampire Spawn attacks with its Bite.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/icons/skills/red_29.jpg","effects":[]},{"_id":"DY9MW3aTF5T5zhpo","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.

The Vampire Spawn attacks with its Claws. Instead of dealing damage, the vampire can grapple the target.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"Q9tHfkUiN6f1sguc","name":"Multiattack","type":"feat","data":{"description":{"value":"

The vampire makes two attacks, only one of which can be a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"wzRyhY2I1U0ytB7D","name":"Regeneration","type":"feat","data":{"description":{"value":"

The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

The vampire regains 10 hit points at the start of its turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_33.jpg","effects":[]},{"_id":"FY5L5oISibzOxcRY","name":"Spider Climb","type":"feat","data":{"description":{"value":"

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/green_23.jpg","effects":[]},{"_id":"lLAigtCvoIuj0TM9","name":"Vampire Weaknesses","type":"feat","data":{"description":{"value":"

The vampire has the following flaws:

\n

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

\n

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

\n

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

\n

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_39.jpg","effects":[]}],"effects":[]} diff --git a/packs/races.db b/packs/races.db index 9da4901f..c353d6cb 100644 --- a/packs/races.db +++ b/packs/races.db @@ -1,29 +1,29 @@ {"_id":"0kUsT4sMUOr5FcoX","name":"Savage Attacks","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Half-Orc","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/weapon_27.jpg","effects":[]} -{"_id":"6N31WSez2szqQcIQ","name":"Dwarf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

\n

Ability Score Increase. Your Constitution score increases by 2.

\n

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

\n

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-­ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

\n

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

\n

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

\n

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Dwarven Resilience. @Compendium[sw5e.races.ufysTkqet2Ctmtyi]{Dwarven Resilience} You have advantage on saving throws against poison, and you have resistance against poison damage.

\n

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

\n

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

\n

Stonecunning. @Compendium[sw5e.races.mQPZDRbUhgYTbXKa]{Stonecunning} Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/protect-eerie-1.jpg","effects":[]} +{"_id":"6N31WSez2szqQcIQ","name":"Dwarf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

\n

Ability Score Increase. Your Constitution score increases by 2.

\n

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

\n

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

\n

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

\n

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

\n

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Dwarven Resilience. @Compendium[sw5e.races.ufysTkqet2Ctmtyi]{Dwarven Resilience} You have advantage on saving throws against poison, and you have resistance against poison damage.

\n

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

\n

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

\n

Stonecunning. @Compendium[sw5e.races.mQPZDRbUhgYTbXKa]{Stonecunning} Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/protect-eerie-1.jpg","effects":[]} {"_id":"7Yoo9hG0hfPSmBoC","name":"Brave","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","type":"lr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"You have advantage on saving throws against being frightened.","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_08.jpg","effects":[]} {"_id":"97c8i9Z28thvZuA8","name":"Relentless Endurance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"special","cost":null,"condition":"When you are reduced to 0 hit points"},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Half-Orc","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]} -{"_id":"A69KxdH1renVPrQV","name":"High Elf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-­elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.

\n

Ability Score Increase. Your Intelligence score increases by 1.

\n

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

\n

Cantrip. You know one cantrip of your choice from the wizard power list. Intelligence is your powercasting ability for it.

\n

Extra Language. You can speak, read, and write one extra language of your choice.

","chat":"","unidentified":""},"source":"PHB pg. 23","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Elf","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-3.jpg","effects":[]} +{"_id":"A69KxdH1renVPrQV","name":"High Elf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.

\n

Ability Score Increase. Your Intelligence score increases by 1.

\n

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

\n

Cantrip. You know one cantrip of your choice from the wizard power list. Intelligence is your powercasting ability for it.

\n

Extra Language. You can speak, read, and write one extra language of your choice.

","chat":"","unidentified":""},"source":"PHB pg. 23","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Elf","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-3.jpg","effects":[]} {"_id":"EHhr9umJ5kxJFCQH","name":"Gnome Cunning","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]} -{"_id":"GH2dNne2bt1NjcJk","name":"Halfling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your halfling character has a number of traits in common with all other halflings.

\n

Ability Score Increase. Your Dexterity score increases by 2.

\n

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

\n

Alignment. Most halflings are lawful good. As a rule, they are good-­hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

\n

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Lucky. @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Brave. @Compendium[sw5e.races.7Yoo9hG0hfPSmBoC]{Brave} You have advantage on saving throws against being frightened.

\n

Halfling Nimbleness. @Compendium[sw5e.races.PqxZgcJzp1VVgP8t]{Halfling Nimbleness} You can move through the space of any creature that is of a size larger than yours.

\n

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-2.jpg","effects":[]} +{"_id":"GH2dNne2bt1NjcJk","name":"Halfling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your halfling character has a number of traits in common with all other halflings.

\n

Ability Score Increase. Your Dexterity score increases by 2.

\n

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

\n

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

\n

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Lucky. @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Brave. @Compendium[sw5e.races.7Yoo9hG0hfPSmBoC]{Brave} You have advantage on saving throws against being frightened.

\n

Halfling Nimbleness. @Compendium[sw5e.races.PqxZgcJzp1VVgP8t]{Halfling Nimbleness} You can move through the space of any creature that is of a size larger than yours.

\n

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-2.jpg","effects":[]} {"_id":"GWPjKFeIthBBeCFJ","name":"Naturally Stealthy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Lightfoot","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/shadow_17.jpg","effects":[]} -{"_id":"Hye5IZwPOSwV0qRR","name":"Half-Elf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your half-­elf character has some qualities in common with elves and some that are unique to half-­elves.

\n

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

\n

Age. Half-­elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

\n

Alignment. Half-­elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

\n

Size. Half-­elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

Skill Versatility. You gain proficiency in two skills of your choice.

\n

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

","chat":"","unidentified":""},"source":"PHB pg. 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-2.jpg","effects":[]} -{"_id":"K4DNDcR6vngbp0pf","name":"Dragonborn","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

\n

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-­year-­old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

\n

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

\n

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)
\n

Breath Weapon. @Compendium[sw5e.races.KL7wx9Q8XNJQir0k]{Breath Weapon} You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

\n

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

\n

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

\n

Damage Resistance. @Compendium[sw5e.races.XxCuhIk6hAu6rNB0]{Damage Resistance} You have resistance to the damage type associated with your draconic ancestry.

\n

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-1.jpg","effects":[]} -{"_id":"KL7wx9Q8XNJQir0k","name":"Breath Weapon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

\n

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

\n

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

\n

Foundry Note: Edit the Details for this feat, so that the damage type, saving throw, and area of effect match those of your Draconic Ancestry.

","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"con"},"requirements":"Dragonborn","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]} -{"_id":"LOMdcNAGWh5xpfm4","name":"Lucky","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]} -{"_id":"OQA1sHxKnSJq01dL","name":"Artificer's Lore","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rock Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/mech_5.jpg","effects":[]} +{"_id":"Hye5IZwPOSwV0qRR","name":"Half-Elf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

\n

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

\n

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

\n

Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

\n

Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

Skill Versatility. You gain proficiency in two skills of your choice.

\n

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

","chat":"","unidentified":""},"source":"PHB pg. 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-2.jpg","effects":[]} +{"_id":"K4DNDcR6vngbp0pf","name":"Dragonborn","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

\n

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

\n

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

\n

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)
\n

Breath Weapon. @Compendium[sw5e.races.KL7wx9Q8XNJQir0k]{Breath Weapon} You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

\n

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

\n

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

\n

Damage Resistance. @Compendium[sw5e.races.XxCuhIk6hAu6rNB0]{Damage Resistance} You have resistance to the damage type associated with your draconic ancestry.

\n

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-1.jpg","effects":[]} +{"_id":"KL7wx9Q8XNJQir0k","name":"Breath Weapon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

\n

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

\n

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

\n

Foundry Note: Edit the Details for this feat, so that the damage type, saving throw, and area of effect match those of your Draconic Ancestry.

","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"con"},"requirements":"Dragonborn","recharge":{"value":null,"charged":false},"featType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_14.jpg","effects":[]} +{"_id":"LOMdcNAGWh5xpfm4","name":"Lucky","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Foundry Note: Enable this feature in the Special Traits section of the character sheet.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/items/inventory/dice.jpg","effects":[]} +{"_id":"OQA1sHxKnSJq01dL","name":"Artificer's Lore","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rock Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/mech_5.jpg","effects":[]} {"_id":"PqxZgcJzp1VVgP8t","name":"Halfling Nimbleness","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can move through the space of any creature that is of a size larger than yours.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Halfling","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/armor_01.jpg","effects":[]} {"_id":"TZtarkKs6cgGD7z2","name":"Rock Gnome","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.

\n

Ability Score Increase. Your Constitution score increases by 1.

\n

Artificer’s Lore. @Compendium[sw5e.races.OQA1sHxKnSJq01dL]{Artificer's Lore} Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

\n

Tinker. @Compendium[sw5e.races.koRPOLtj8XAFMwnW]{Tinker} You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

\n

When you create a device, choose one of the following options:

\n

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

\n

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

\n

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

","chat":"","unidentified":""},"source":"PHB pg. 36","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Gnome","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-royal-1.jpg","effects":[]} {"_id":"UQiRQUTBcsz8gZU1","name":"Hill Dwarf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

\n

Ability Score Increase. Your Wisdom score increases by 1.

\n

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Dwarf","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]} {"_id":"XxCuhIk6hAu6rNB0","name":"Damage Resistance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have resistance to the damage type associated with your draconic ancestry.

","chat":"","unidentified":""},"source":"PHB pg. 34","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Dragonborn","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]} {"_id":"ZgYBjYYfiUstQD6f","name":"Lightfoot Halfling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.

\n

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

\n

Ability Score Increase. Your Charisma score increases by 1.

\n

Naturally Stealthy. @Compendium[sw5e.races.GWPjKFeIthBBeCFJ]{Naturally Stealthy} You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

","chat":"","unidentified":""},"source":"PHB pg. 28","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Halfling","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]} {"_id":"aHTokZ151W0ASSmo","name":"Tiefling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Tieflings share certain racial traits as a result of their infernal descent.

\n

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

\n

Age. Tieflings mature at the same rate as humans but live a few years longer.

\n

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

\n

Size. Tieflings are about the same size and build as humans. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Hellish Resistance. @Compendium[sw5e.races.q71Pe1F8RRtEJt8Q]{Hellish Resistance} You have resistance to fire damage.

\n

Infernal Legacy. @Compendium[sw5e.races.wJc88B8OP1y1xzMw]{Infernal Legacy} You know the @Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy} cantrip. When you reach 3rd level, you can cast the @Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke} power as a 2nd‑level power once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness} power once with this trait and regain the ability to do so when you finish a long rest. Charisma is your powercasting ability for these powers.

\n

Languages. You can speak, read, and write Common and Infernal.

","chat":"","unidentified":""},"source":"PHB pg. 43","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/wind-red-3.jpg","effects":[]} -{"_id":"cnTbpPPeGW7vGjOV","name":"Fey Ancestry","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

","chat":"","unidentified":""},"source":"PHB pg. 23, 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Elf, Half-Elf","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} -{"_id":"kmRnMETG5hB9Bmwu","name":"Gnome","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your gnome character has certain characteristics in common with all other gnomes.

\n

Ability Score Increase. Your Intelligence score increases by 2.

\n

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

\n

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-­‐‑hearted, and even the tricksters among them are more playful than vicious.

\n

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet.

\n

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Gnome Cunning. @Compendium[sw5e.races.EHhr9umJ5kxJFCQH]{Gnome Cunning} You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

\n

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

","chat":"","unidentified":""},"source":"PHB pg. 36","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-royal-2.jpg","effects":[]} +{"_id":"cnTbpPPeGW7vGjOV","name":"Fey Ancestry","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

","chat":"","unidentified":""},"source":"PHB pg. 23, 39","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Elf, Half-Elf","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} +{"_id":"kmRnMETG5hB9Bmwu","name":"Gnome","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your gnome character has certain characteristics in common with all other gnomes.

\n

Ability Score Increase. Your Intelligence score increases by 2.

\n

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

\n

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-‐‑hearted, and even the tricksters among them are more playful than vicious.

\n

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet.

\n

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Gnome Cunning. @Compendium[sw5e.races.EHhr9umJ5kxJFCQH]{Gnome Cunning} You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

\n

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

","chat":"","unidentified":""},"source":"PHB pg. 36","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-royal-2.jpg","effects":[]} {"_id":"koRPOLtj8XAFMwnW","name":"Tinker","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

\n

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

\n

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

\n

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

","chat":"","unidentified":""},"source":"PHB pg. 37","activation":{"type":"hour","cost":1,"condition":"Expend 10 gp worth of materials"},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Rock Gnome","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/mech_8.jpg","effects":[]} {"_id":"mQPZDRbUhgYTbXKa","name":"Stonecunning","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/mech_7.jpg","effects":[]} -{"_id":"n5L000DkNBU6h2oJ","name":"Half-Orc","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your half-­orc character has certain traits deriving from your orc ancestry.

\n

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

\n

Age. Half-­orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

\n

Alignment. Half-­orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-­orcs raised among orcs and willing to live out their lives among them are usually evil.

\n

Size. Half-­orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Relentless Endurance. @Compendium[sw5e.races.97c8i9Z28thvZuA8]{Relentless Endurance} When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

\n

Savage Attacks. @Compendium[sw5e.races.0kUsT4sMUOr5FcoX]{Savage Attacks} When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_22.jpg","effects":[]} +{"_id":"n5L000DkNBU6h2oJ","name":"Half-Orc","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your half-orc character has certain traits deriving from your orc ancestry.

\n

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

\n

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

\n

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

\n

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Relentless Endurance. @Compendium[sw5e.races.97c8i9Z28thvZuA8]{Relentless Endurance} When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

\n

Savage Attacks. @Compendium[sw5e.races.0kUsT4sMUOr5FcoX]{Savage Attacks} When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

","chat":"","unidentified":""},"source":"PHB pg. 41","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/skills/affliction_22.jpg","effects":[]} {"_id":"q71Pe1F8RRtEJt8Q","name":"Hellish Resistance","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have resistance to fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 43","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"Tiefling","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]} -{"_id":"rAGnsfgw3ZqAme1v","name":"Elf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

\n

Ability Score Increase. Your Dexterity score increases by 2.

\n

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

\n

Alignment. Elves love freedom, variety, and self-­expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

\n

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Keen Senses. You have proficiency in the Perception skill.

\n

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

\n

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

","chat":"","unidentified":""},"source":"PHB pg. 23","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]} -{"_id":"ufysTkqet2Ctmtyi","name":"Dwarven Resilience","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have advantage on saving throws against poison, and you have resistance against poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/green_07.jpg","effects":[]} +{"_id":"rAGnsfgw3ZqAme1v","name":"Elf","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

\n

Ability Score Increase. Your Dexterity score increases by 2.

\n

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

\n

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

\n

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Keen Senses. You have proficiency in the Perception skill.

\n

Fey Ancestry. @Compendium[sw5e.races.cnTbpPPeGW7vGjOV]{Fey Ancestry} You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

\n

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

","chat":"","unidentified":""},"source":"PHB pg. 23","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]} +{"_id":"ufysTkqet2Ctmtyi","name":"Dwarven Resilience","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have advantage on saving throws against poison, and you have resistance against poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 20","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/green_07.jpg","effects":[]} {"_id":"wJc88B8OP1y1xzMw","name":"Infernal Legacy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You know the @Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy} cantrip.

\n

When you reach 3rd level, you can cast the @Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke} power as a 2nd-level power once with this trait and regain the ability to do so when you finish a long rest.

\n

When you reach 5th level, you can cast the @Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness} power once with this trait and regain the ability to do so when you finish a long rest. Charisma is your powercasting ability for these powers.

","chat":"","unidentified":""},"source":"PHB pg. 43","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":1,"max":1,"per":null,"type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Tiefling","recharge":{"value":null,"charged":false},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"powerdc":10}},"flags":{},"img":"systems/sw5e/icons/skills/yellow_20.jpg","effects":[]} {"_id":"ydP3QzCmur55mtY2","name":"Human","permission":{"default":0},"type":"feat","data":{"description":{"value":"

It’s hard to make generalizations about humans, but your human character has these traits.

\n

Ability Score Increase. Your ability scores each increase by 1.

\n

Age. Humans reach adulthood in their late teens and live less than a century.

\n

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

\n

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

","chat":"","unidentified":""},"source":"PHB pg. 31","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]} diff --git a/packs/rules.db b/packs/rules.db index cb107d35..764c938f 100644 --- a/packs/rules.db +++ b/packs/rules.db @@ -1,94 +1,94 @@ {"_id":"047BvjZASKrbxwTo","name":"Magic Items A-Z","permission":{"default":0},"folder":"","flags":{},"content":"

A

\n

Adamantine Armor

\n

 › @Compendium[sw5e.items.DevmObXWP9MfwE2c]{Adamantine Breastplate}

\n

 › @Compendium[sw5e.items.n7fm71CN7qDIBEKk]{Adamantine Chain Mail}

\n

 › @Compendium[sw5e.items.kjTPoUeomTPWJ9h3]{Adamantine Chain Shirt}

\n

 › @Compendium[sw5e.items.159agyOuBHCl2WKd]{Adamantine Half Plate Armor}

\n

 › @Compendium[sw5e.items.sP8CV5VNEcY1Yh1Q]{Adamantine Plate Armor}

\n

 › @Compendium[sw5e.items.UpHAWqwifZpiZzns]{Adamantine Ring Mail}

\n

 › @Compendium[sw5e.items.LdAj2ES9EzfnWcA1]{Adamantine Scale Mail}

\n

 › @Compendium[sw5e.items.LDuqUcosOK8Bf76S]{Adamantine Splint Armor}

\n

Ammunition, +1, +2, or +3

\n

 › @Compendium[sw5e.items.tEWhsb2lYF4uvF0z]{Arrow +1}

\n

 › @Compendium[sw5e.items.gLkbbUtGhQgYANM8]{Arrow +2}

\n

 › @Compendium[sw5e.items.IY5PveXrF7VoFlWg]{Arrow +3}

\n

 › @Compendium[sw5e.items.ZjUOHSyND2VFXQeP]{Crossbow Bolt +1}

\n

 › @Compendium[sw5e.items.x1GUgZYjMubaFavx]{Crossbow Bolt +2}

\n

 › @Compendium[sw5e.items.XXLznzi3rlanMhTM]{Crossbow Bolt +3}

\n

 › @Compendium[sw5e.items.NYIib9KEYDUFe9GY]{Sling Bullet +1}

\n

 › @Compendium[sw5e.items.BNJmdttKvIwC08Pd]{Sling Bullet +2}

\n

 › @Compendium[sw5e.items.x9I9vdo4kafHDjcO]{Sling Bullet +3}

\n

@Compendium[sw5e.items.iiQxTvDOhPGW5spF]{Amulet of Health}

\n

@Compendium[sw5e.items.50N8zf58FR4JWR05]{Amulet of Proof against Detection and Location}

\n

@Compendium[sw5e.items.8ABk0XV76Hzq8Qul]{Amulet of the Planes}

\n

@Compendium[sw5e.items.NG8BlE2nwYJxCjWO]{Animated Shield}

\n

@Compendium[sw5e.items.lSd5QHnIJbKvP1bh]{Apparatus of the Crab}

\n

Armor, +1, +2, or +3

\n

 › @Compendium[sw5e.items.84z9mVy1mCipUWEY]{Breastplate +1}

\n

 › @Compendium[sw5e.items.ET8Oo5vaTZqyb7rN]{Breastplate +2}

\n

 › @Compendium[sw5e.items.JDTO996oInbiZGHW]{Breastplate +3}

\n

 › @Compendium[sw5e.items.Rn9gt6JGULtx9Zvz]{Chain Mail +1}

\n

 › @Compendium[sw5e.items.akjpaK4TYkUZbGrN]{Chain Mail +2}

\n

 › @Compendium[sw5e.items.eHGbr3rqRRxdBPLq]{Chain Mail +3}

\n

 › @Compendium[sw5e.items.MSO3JxK8578xSh6x]{Chain Shirt +1}

\n

 › @Compendium[sw5e.items.FLoBS3UnFnZTSsSx]{Chain Shirt +2}

\n

 › @Compendium[sw5e.items.cI0UhWUux8gIzSHn]{Chain Shirt +3}

\n

 › @Compendium[sw5e.items.dOZkW5MwvsMhnd08]{Half Plate Armor +1}

\n

 › @Compendium[sw5e.items.YFarUKR3OrM5raf5]{Half Plate Armor +2}

\n

 › @Compendium[sw5e.items.xbVpKtrQ6tJsPhXX]{Half Plate Armor +3}

\n

 › @Compendium[sw5e.items.k2B9P3gm2NGjJ1m0]{Hide Armor +1}

\n

 › @Compendium[sw5e.items.XJFqU9COdk4ycFa2]{Hide Armor +2}

\n

 › @Compendium[sw5e.items.IeM5Ha2cg0RA99q3]{Hide Armor +3}

\n

 › @Compendium[sw5e.items.dXtZxlh2VKLCo1nA]{Leather Armor +1}

\n

 › @Compendium[sw5e.items.UT8zCwmdXVQlBiyl]{Leather Armor +2}

\n

 › @Compendium[sw5e.items.ZwFCZDgQljlidzns]{Leather Armor +3}

\n

 › @Compendium[sw5e.items.twRJhPtDQe1HceFt]{Padded Armor +1}

\n

 › @Compendium[sw5e.items.G9XQPNLlDXkpVxn1]{Padded Armor +2}

\n

 › @Compendium[sw5e.items.XKnDE8DTrJxIkVCF]{Padded Armor +3}

\n

 › @Compendium[sw5e.items.fStHPOhuJvwEjzQh]{Plate Armor +1}

\n

 › @Compendium[sw5e.items.VTc5McIjCm40KPIz]{Plate Armor +2}

\n

 › @Compendium[sw5e.items.466j8hy4AiENMHVQ]{Plate Armor +3}

\n

 › @Compendium[sw5e.items.NM1dPyKwHw2DyUWA]{Ring Mail +1}

\n

 › @Compendium[sw5e.items.M28HYDCueaK7J8u8]{Ring Mail +2}

\n

 › @Compendium[sw5e.items.KhRhwADrTpol3yTx]{Ring Mail +3}

\n

 › @Compendium[sw5e.items.aDEAwKwttl35dWaB]{Scale Mail +1}

\n

 › @Compendium[sw5e.items.fO1PuSOtZWLzEHqu]{Scale Mail +2}

\n

 › @Compendium[sw5e.items.9uT9SXy1Gb1jiiZX]{Scale Mail +3}

\n

 › @Compendium[sw5e.items.HpEEfZg9PRkXnMi4]{Splint Armor +1}

\n

 › @Compendium[sw5e.items.zIpNJyuOxp2raizE]{Splint Armor +2}

\n

 › @Compendium[sw5e.items.BwC8hZaNjO7IQc6K]{Splint Armor +3}

\n

 › @Compendium[sw5e.items.STxsp9Ao3pS2T4gt]{Studded Leather Armor +1}

\n

 › @Compendium[sw5e.items.FZixEM5voQkH84xP]{Studded Leather Armor +2}

\n

 › @Compendium[sw5e.items.00BggOkChWztQx6R]{Studded Leather Armor +3}

\n

@Compendium[sw5e.items.evSCq83oPhR0ZK4y]{Armor of Invulnerability}

\n

Armor of Resistance

\n

 › @Compendium[sw5e.items.lccm5AjIk91aIHbi]{Breastplate Armor of Resistance}

\n

 › @Compendium[sw5e.items.BQw5lyopqLmf8B6u]{Chain Mail Armor of Resistance}

\n

 › @Compendium[sw5e.items.HF32aZSVw4P0MR4K]{Chain Shirt Armor of Resistance}

\n

 › @Compendium[sw5e.items.lN1VbnGFo3HNZXNb]{Half Plate Armor of Resistance}

\n

 › @Compendium[sw5e.items.dRtb9Tg34NKX9mGF]{Leather Armor of Resistance}

\n

 › @Compendium[sw5e.items.698gLyJ4JKVVMF53]{Padded Armor of Resistance}

\n

 › @Compendium[sw5e.items.azxwKFHrNmG3HpVy]{Plate Armor of Resistance}

\n

 › @Compendium[sw5e.items.Wo2Dkh191C4VmLmg]{Ring Mail Armor of Resistance}

\n

 › @Compendium[sw5e.items.f0I81P9k29Q1lV4S]{Scale Mail Armor of Resistance}

\n

 › @Compendium[sw5e.items.JNkjtTxYmEC7W34O]{Splint Armor of Resistance}

\n

 › @Compendium[sw5e.items.W1kDsFekjroIywuz]{Studded Leather Armor of Resistance}

\n

@Compendium[sw5e.items.YwS4pESpfsiq0JZv]{Armor of Vulnerability}

\n

@Compendium[sw5e.items.uWUD93jwuO2Jxkti]{Arrow-Catching Shield}

\n

@Compendium[sw5e.items.aXsfZvDCdpuv3Yvb]{Arrow of Slaying}

\n

B

\n

@Compendium[sw5e.items.F8QpasPjLrw2POzE]{Bag of Beans}

\n

@Compendium[sw5e.items.YG9QW0flem4SLL6A]{Bag of Devouring}

\n

@Compendium[sw5e.items.aDHRuUs29SrumWfq]{Bag of Holding}

\n

@Compendium[sw5e.items.9Ifr8fGvJ1bArzOW]{Bag of Tricks (Grey)}

\n

@Compendium[sw5e.items.DxIdfGoJEYQj8o3D]{Bag of Tricks (Rust)}

\n

@Compendium[sw5e.items.LHaqMvrx3PfSzWMQ]{Bag of Tricks (Tan)}

\n

@Compendium[sw5e.items.SqTtbBCfiEsmZ36N]{Bead of Force}

\n

@Compendium[sw5e.items.j2ZGEwx8MhHZXds4]{Belt of Dwarvenkind}

\n

Belt of Giant Strength

\n

 › @Compendium[sw5e.items.NRj0lC3SM03s1YB3]{Belt of Cloud Giant Strength}

\n

 › @Compendium[sw5e.items.bq9YKwEHLQ7p7ric]{Belt of Fire Giant Strength}

\n

 › @Compendium[sw5e.items.ORKf6RRcalrdD6Qp]{Belt of Frost Giant Strength}

\n

 › @Compendium[sw5e.items.ER75WHewYN04Zp11]{Belt of Hill Giant Strength}

\n

 › @Compendium[sw5e.items.fCUZ7h8YYrs16UhX]{Belt of Stone Giant Strength}

\n

 › @Compendium[sw5e.items.wBYmPQG3nZfD88aP]{Belt of Storm Giant Strength}

\n

Berserker Axe

\n

 › @Compendium[sw5e.items.dvNzJqb7vq6oJlA2]{Berserker Battleaxe}

\n

 › @Compendium[sw5e.items.zSKorO6lwT7vs2uk]{Berserker Greataxe}

\n

 › @Compendium[sw5e.items.gwuffGC4JZ8BbStz]{Berserker Handaxe}

\n

@Compendium[sw5e.items.KKWBLKQIWHtcpymp]{Boots of Elvenkind}

\n

@Compendium[sw5e.items.HLhFCDGfI8EK7uV9]{Boots of Levitation}

\n

@Compendium[sw5e.items.MCMSZrhcD40oMJ9v]{Boots of Speed}

\n

@Compendium[sw5e.items.hSY1b8yi8JWw2blf]{Boots of Striding and Springing}

\n

@Compendium[sw5e.items.RDPFmUR9exTEXFc8]{Boots of the Winterlands}

\n

@Compendium[sw5e.items.rRMaaGZ7qbzqMvoI]{Bowl of Commanding Water Elementals}

\n

@Compendium[sw5e.items.ZYEqOSY9BLZs2GPx]{Bracers of Archery}

\n

@Compendium[sw5e.items.DSHi7yT6OUyDoCcu]{Bracers of Defense}

\n

@Compendium[sw5e.items.OcjcplcUWH07Kn9k]{Brazier of Commanding Fire Elementals}

\n

@Compendium[sw5e.items.ZdcEtbtU3VkuxIFE]{Brooch of Shielding}

\n

@Compendium[sw5e.items.hFAVm9pTJDm0nu3g]{Broom of Flying}

\n

C

\n

@Compendium[sw5e.items.ZoUVmRA3HfAK2eZy]{Candle of Invocation}

\n

@Compendium[sw5e.items.gpHgWLsD8k2yzbfR]{Cape of the Mountebank}

\n

@Compendium[sw5e.items.TjWk2mpNXjDdfIDM]{Carpet of Flying}

\n

@Compendium[sw5e.items.sXEkkTDXWQDUMzsC]{Censer of Controlling Air Elementals}

\n

@Compendium[sw5e.items.vZdLYfHlLcZqQ8zc]{Chime of Opening}

\n

@Compendium[sw5e.items.9UvWQTY5yIgkJmmb]{Circlet of Blasting}

\n

@Compendium[sw5e.items.VwJjuNbBf2KHMPrY]{Cloak of Arachnida}

\n

@Compendium[sw5e.items.LpD064ilKEeFzVI8]{Cloak of Displacement}

\n

@Compendium[sw5e.items.Jvf1NWFxcjfHnMQ5]{Cloak of Elvenkind}

\n

@Compendium[sw5e.items.lvaMqEhfidfHDGf5]{Cloak of Protection}

\n

@Compendium[sw5e.items.Aq1rhgcgFnwu2T4I]{Cloak of the Bat}

\n

@Compendium[sw5e.items.hGrxC676XmlnS9y0]{Cloak of the Manta Ray}

\n

@Compendium[sw5e.items.ItoGjtOtDOQ2noNM]{Crystal Ball}

\n

@Compendium[sw5e.items.s4fR8bxQGSt4wbH7]{Cube of Force}

\n

@Compendium[sw5e.items.6ai1pEde3iQX30Fr]{Cubic Gate}

\n

D

\n

@Compendium[sw5e.items.7i4s9msZWpAw4Ynv]{Dagger of Venom}

\n

Dancing Sword

\n

 › @Compendium[sw5e.items.zWSB0NCllWaSVoNT]{Dancing Greatsword}

\n

 › @Compendium[sw5e.items.sIiUbRJItYAs5gtA]{Dancing Longsword}

\n

 › @Compendium[sw5e.items.6n8J07mFo8xs11vS]{Dancing Rapier}

\n

 › @Compendium[sw5e.items.kOYXMf4GTtD7OqbD]{Dancing Scimitar}

\n

 › @Compendium[sw5e.items.stlFCpqW3ZuAftTi]{Dancing Shortsword}

\n

 › @Compendium[sw5e.items.qXcUKfCVxEvV3VU8]{Decanter of Endless Water}

\n

@Compendium[sw5e.items.Wk7EOYoY3b2tgGoS]{Deck of Illusions}

\n

@Compendium[sw5e.items.oSarKEU8x1AupB6z]{Deck of Many Things}

\n

Defender

\n

 › @Compendium[sw5e.items.nSNhjX5F7f86AW1a]{Defender Greatsword}

\n

 › @Compendium[sw5e.items.ukcKemEoTTRB9yLC]{Defender Longsword}

\n

 › @Compendium[sw5e.items.YrkkHa6KN8a9o35k]{Defender Rapier}

\n

 › @Compendium[sw5e.items.Ilyv71AeobM6AvIn]{Defender Scimitar}

\n

 › @Compendium[sw5e.items.d58CvI0Fiav9Jjt1]{Defender Shortsword}

\n

@Compendium[sw5e.items.ejEt6hLQxOux04lS]{Demon Armor}

\n

@Compendium[sw5e.items.wGKykLRS8UqChNXI]{Dimensional Shackles}

\n

@Compendium[sw5e.items.tIwoSAGJlcuyiwaQ]{Dragon Scale Mail}

\n

Dragon Slayer

\n

 › @Compendium[sw5e.items.orHjq3XDPz4eXcov]{Dragon Slayer Greatsword}

\n

 › @Compendium[sw5e.items.SXjs8JghAPBv7d6j]{Dragon Slayer Longsword}

\n

 › @Compendium[sw5e.items.S7TrIOlE600KIOUx]{Dragon Slayer Rapier}

\n

 › @Compendium[sw5e.items.feKHv3JUWZdSNKf0]{Dragon Slayer Scimitar}

\n

 › @Compendium[sw5e.items.MFd96UkSs5g9QO78]{Dragon Slayer Shortsword}

\n

@Compendium[sw5e.items.cGUPm15mLfhGDz2b]{Dust of Disappearance}

\n

@Compendium[sw5e.items.eMR6B4bIoJPUDJG8]{Dust of Dryness}

\n

@Compendium[sw5e.items.9eyZY9tL3fXD1Mbm]{Dust of Sneezing and Choking}

\n

@Compendium[sw5e.items.OwqRt1pVLhdMQa0d]{Dwarven Plate}

\n

@Compendium[sw5e.items.kvD4ElYCfCKpjDeg]{Dwarven Thrower}

\n

E

\n

@Compendium[sw5e.items.MLNzQUsVUi0PEV3i]{Efficient Quiver}

\n

@Compendium[sw5e.items.fbcQsOgWCjhEAGY7]{Efreeti Bottle}

\n

Elemental Gem

\n

 › @Compendium[sw5e.items.zDJ4oEt5HArN1xmP]{Elemental Gem of Air}

\n

 › @Compendium[sw5e.items.IGwDN9gtYxCrlrCr]{Elemental Gem of Earth}

\n

 › @Compendium[sw5e.items.dsjke4vPPsc9gsxH]{Elemental Gem of Fire}

\n

 › @Compendium[sw5e.items.HLEhnzLbpRbYdAHo]{Elemental Gem of Water}

\n

@Compendium[sw5e.items.6067acDZGv7KNOkP]{Elven Chain}

\n

@Compendium[sw5e.items.CvzjhUy9ekRieR1A]{Eversmoking Bottle}

\n

@Compendium[sw5e.items.8dfhaa1g3VDjhtm3]{Eyes of Charming}

\n

@Compendium[sw5e.items.BsyPV6eTNghT3Fho]{Eyes of Minute Seeing}

\n

@Compendium[sw5e.items.U4PI6l96QJUk6TGb]{Eyes of the Eagle}

\n

F

\n

Feather Token

\n

 › @Compendium[sw5e.items.DnlQkH6Bpwkd5n5Y]{Feather Token Anchor}

\n

 › @Compendium[sw5e.items.hWqImieUaLo08l9l]{Feather Token Bird}

\n

 › @Compendium[sw5e.items.e98hfROZjztt7ccO]{Feather Token Fan}

\n

 › @Compendium[sw5e.items.UgnUJhu0tW1tLt7g]{Feather Token Swan Boat}

\n

 › @Compendium[sw5e.items.NjTgPn2o0M1TGk93]{Feather Token Tree}

\n

 › @Compendium[sw5e.items.Fgkj11diTJJ7H3JC]{Feather Token Whip}

\n

Figurine of Wondrous Power

\n

 › @Compendium[sw5e.items.CI58LNiwrTpmWYMp]{Figurine of Wondrous Power Bronze Griffon}

\n

 › @Compendium[sw5e.items.s2kQs21J3cFg7ZSs]{Figurine of Wondrous Power Ebony Fly}

\n

 › @Compendium[sw5e.items.Minr6xegwoHFvAjG]{Figurine of Wondrous Power Golden Lions}

\n

 › @Compendium[sw5e.items.8CaODbNQtxHGuVjn]{Figurine of Wondrous Power Ivory Goat of Terror}

\n

 › @Compendium[sw5e.items.41kYCmKq0PbGVKaM]{Figurine of Wondrous Power Ivory Goat of Travail}

\n

 › @Compendium[sw5e.items.iLt7wTWr4cJnQulJ]{Figurine of Wondrous Power Ivory Goat of Traveling}

\n

 › @Compendium[sw5e.items.GP2bvHlxVi30OEmo]{Figurine of Wondrous Power Marble Elephant}

\n

 › @Compendium[sw5e.items.9nxSHbqlDdngtuuz]{Figurine of Wondrous Power Onyx Dog}

\n

 › @Compendium[sw5e.items.XEH5YErAN1WSytln]{Figurine of Wondrous Power Serpentine Owl}

\n

 › @Compendium[sw5e.items.nMtmxeYrbyFdv0bg]{Figurine of Wondrous Power Silver Raven}

\n

Flame Tongue

\n

 › @Compendium[sw5e.items.WWb4vAmh18sMAxfY]{Flame Tongue Greatsword}

\n

 › @Compendium[sw5e.items.ducaFdrqwLZ0l3c7]{Flame Tongue Longsword}

\n

 › @Compendium[sw5e.items.CoUFHk5keIihsbYL]{Flame Tongue Rapier}

\n

 › @Compendium[sw5e.items.qVHCzgVvOZAtuk4N]{Flame Tongue Scimitar}

\n

 › @Compendium[sw5e.items.Z9FBwEoMi6daDGRj]{Flame Tongue Shortsword}

\n

@Compendium[sw5e.items.u4ewpAFZjLrWrmQv]{Folding Boat}

\n

Frost Brand

\n

@Compendium[sw5e.items.ykB6UKv5BuQnSRSL]{Frost Brand Greatsword}

\n

@Compendium[sw5e.items.NmZMx2u6bHpRyGUa]{Frost Brand Longsword}

\n

@Compendium[sw5e.items.efluRemOguW2YeZY]{Frost Brand Rapier}

\n

@Compendium[sw5e.items.07R6JFioylOCpVoL]{Frost Brand Scimitar}

\n

@Compendium[sw5e.items.DT02xK1DzxLNlVaI]{Frost Brand Shortsword}

\n

G

\n

@Compendium[sw5e.items.3TWT5bv3z5zGUZCe]{Gauntlets of Ogre Power}

\n

@Compendium[sw5e.items.thkvJ5QBRORIwkkV]{Gem of Brightness}

\n

@Compendium[sw5e.items.jJU8vFhHLQeKe2wu]{Gem of Seeing}

\n

Giant Slayer

\n

 › @Compendium[sw5e.items.YM6bZNmpync83VFa]{Giant Slayer Battleaxe}

\n

 › @Compendium[sw5e.items.jmSC8I5awCoxNVv7]{Giant Slayer Greataxe}

\n

 › @Compendium[sw5e.items.nBFr5xTWeChM7xrb]{Giant Slayer Greatsword}

\n

 › @Compendium[sw5e.items.F3rQcaZvElNEiudk]{Giant Slayer Handaxe}

\n

 › @Compendium[sw5e.items.xw2kL7Puwg4wfjW3]{Giant Slayer Longsword}

\n

 › @Compendium[sw5e.items.I5PWgE4IF40Iv9h4]{Giant Slayer Rapier}

\n

 › @Compendium[sw5e.items.ZLpj1bpnWlAFUEHE]{Giant Slayer Scimitar}

\n

 › @Compendium[sw5e.items.tTqixDDmzAfs995G]{Giant Slayer Shortsword}

\n

@Compendium[sw5e.items.SypSoinJkES0o5FB]{Glamoured Studded Leather}

\n

@Compendium[sw5e.items.otYAEwhsANKHZAmk]{Gloves of Missile Snaring}

\n

@Compendium[sw5e.items.PRhtLbRLb9LjHZG7]{Gloves of Swimming and Climbing}

\n

@Compendium[sw5e.items.XGAWqtmhK6SYBL6A]{Goggles of Night}

\n

H

\n

@Compendium[sw5e.items.wGDDt17DpBcXPuUD]{Hammer of Thunderbolts}

\n

@Compendium[sw5e.items.7vqs5AqI4VCmuszx]{Handy Haversack}

\n

@Compendium[sw5e.items.dQxqcjDm0IxYusCV]{Hat of Disguise}

\n

@Compendium[sw5e.items.a26LjC4QxP1oorXC]{Headband of Intellect}

\n

@Compendium[sw5e.items.rhGulc3gEJhnuP31]{Helm of Brilliance}

\n

@Compendium[sw5e.items.rY9sRFQp5CFSfsat]{Helm of Comprehending Languages}

\n

@Compendium[sw5e.items.EJVaAvNfCq6gn6VG]{Helm of Telepathy}

\n

@Compendium[sw5e.items.DEQkJiQdGyfmSNkV]{Helm of Teleportation}

\n

Holy Avenger

\n

 › @Compendium[sw5e.items.FCxG64QUxsnF4Lis]{Holy Avenger Greatsword}

\n

 › @Compendium[sw5e.items.dZ9zWfhsIlabadKL]{Holy Avenger Longsword}

\n

 › @Compendium[sw5e.items.kTxi62RTrrdrIBr9]{Holy Avenger Rapier}

\n

 › @Compendium[sw5e.items.ULL5nkyN3WzazI4l]{Holy Avenger Scimitar}

\n

 › @Compendium[sw5e.items.bHbbIhbTzu4lYMRz]{Holy Avenger Shortsword}

\n

@Compendium[sw5e.items.t7GfyRp3dB3lqS9i]{Horn of Blasting}

\n

Horn of Valhalla

\n

 › @Compendium[sw5e.items.QYJyQCnIQeLiMrmJ]{Brass Horn of Valhalla}

\n

 › @Compendium[sw5e.items.sqcerAMszpe3hwyI]{Bronze Horn of Valhalla}

\n

 › @Compendium[sw5e.items.qVuZznv0MnIjDU70]{Iron Horn of Valhalla}

\n

 › @Compendium[sw5e.items.lTfo6OVvAY2iJ4oq]{Silver Horn of Valhalla}

\n

@Compendium[sw5e.items.2mvXGvDmHHhzbT04]{Horseshoes of a Zephyr}

\n

@Compendium[sw5e.items.nAqDwI9GyXS1diiz]{Horseshoes of Speed}

\n

I

\n

@Compendium[sw5e.items.eQNXan0zp279jDtk]{Immovable Rod}

\n

@Compendium[sw5e.items.9stfX2i2I1YPo8vx]{Instant Fortress}

\n

Ioun Stone

\n

 › @Compendium[sw5e.items.NGVEouqK0I6J6jV5]{Ioun Stone of Absorption}

\n

 › @Compendium[sw5e.items.Q4Iy6hqREsbk9yG7]{Ioun Stone of Agility}

\n

 › @Compendium[sw5e.items.h8rS84jKsMHl9J1i]{Ioun Stone of Awareness}

\n

 › @Compendium[sw5e.items.ig5DOQtQYJPXJId4]{Ioun Stone of Fortitude}

\n

 › @Compendium[sw5e.items.7FEcfqz1piPHN1tV]{Ioun Stone of Greater Absorption}

\n

 › @Compendium[sw5e.items.9jMQEm99q1ttAV1Q]{Ioun Stone of Insight}

\n

 › @Compendium[sw5e.items.YeLz5OxRNxmvHJId]{Ioun Stone of Intellect}

\n

 › @Compendium[sw5e.items.hDF4RSCzMO8iI14x]{Ioun Stone of Leadership}

\n

 › @Compendium[sw5e.items.nk2MH16KcZmKp7FQ]{Ioun Stone of Mastery}

\n

 › @Compendium[sw5e.items.v4uNbmiz4ECTI89n]{Ioun Stone of Protection}

\n

 › @Compendium[sw5e.items.szNhDWpks5BhEXhT]{Ioun Stone of Regeneration}

\n

 › @Compendium[sw5e.items.jvKmgJYL33E8gev5]{Ioun Stone of Reserve}

\n

 › @Compendium[sw5e.items.0G5LSgbb5NTV4XC7]{Ioun Stone of Strength}

\n

 › @Compendium[sw5e.items.6MDTnMG4Hcw7qZsy]{Ioun Stone of Sustenance}

\n

@Compendium[sw5e.items.E9G4jALlSA96fKAN]{Iron Bands of Binding}

\n

@Compendium[sw5e.items.lvLrkAR7k8DS7J3W]{Iron Flask}

\n

J

\n

@Compendium[sw5e.items.LEC1wkaAUnWzDPDD]{Javelin of Lightning}

\n

L

\n

@Compendium[sw5e.items.7FLs8qIGdOFnz9oL]{Lantern of Revealing}

\n

Luck Blade

\n

 › @Compendium[sw5e.items.fWR9EFEjR0JtFdCC]{Luck Blade Greatsword}

\n

 › @Compendium[sw5e.items.X6PHssSGnwiJRgcx]{Luck Blade Longsword}

\n

 › @Compendium[sw5e.items.qGH7YqWhi0tHisMi]{Luck Blade Rapier}

\n

 › @Compendium[sw5e.items.E7c4zpWdYgkKDHGo]{Luck Blade Scimitar}

\n

 › @Compendium[sw5e.items.nL0Y0X8SjF58OmBM]{Luck Blade Shortsword}

\n

M

\n

@Compendium[sw5e.items.m7RubLd1lUcMjYgY]{Mace of Disruption}

\n

@Compendium[sw5e.items.w56FIjFafs2rN6iK]{Mace of Smiting}

\n

@Compendium[sw5e.items.b46t42bMruQf9v3O]{Mace of Terror}

\n

@Compendium[sw5e.items.oxzUb5j1TMsccGW4]{Mantle of Power Resistance}

\n

@Compendium[sw5e.items.BjyTJn9oGvURWKJR]{Manual of Bodily Health}

\n

@Compendium[sw5e.items.ykefWXBjq3y6y9Se]{Manual of Gainful Exercise}

\n

@Compendium[sw5e.items.UxkP6FvDzPbsIY6o]{Manual of Golems}

\n

@Compendium[sw5e.items.Q4jmng3i9Lb2nL5F]{Manual of Quickness of Action}

\n

@Compendium[sw5e.items.zsik6SiaAUUUEfrV]{Marvelous Pigments}

\n

@Compendium[sw5e.items.skoUe223EvRYGPL6]{Medallion of Thoughts}

\n

@Compendium[sw5e.items.hf5j1meGsA33HkUj]{Mirror of Life Trapping}

\n

Mithral Armor

\n

 › @Compendium[sw5e.items.CcTGZzQHejxEVLK1]{Mithral Breastplate}

\n

 › @Compendium[sw5e.items.YS9CRHg2yQlOVi3j]{Mithral Chain Mail}

\n

 › @Compendium[sw5e.items.3h3ZU6qmQs18FfkA]{Mithral Chain Shirt}

\n

 › @Compendium[sw5e.items.qRMQH8lRE42JkugE]{Mithral Half Plate Armor}

\n

 › @Compendium[sw5e.items.HVpXIU0zZw0a4Fb7]{Mithral Plate Armor}

\n

 › @Compendium[sw5e.items.tJQXAJx92wL6GM1v]{Mithral Ring Mail}

\n

 › @Compendium[sw5e.items.iRDmig2qZ7LdP0ug]{Mithral Scale Mail}

\n

 › @Compendium[sw5e.items.GKQSxYvS3m9qKVac]{Mithral Splint Armor}

\n

N

\n

@Compendium[sw5e.items.wwNpAz2KMukovewN]{Necklace of Adaptation}

\n

@Compendium[sw5e.items.3ALOhh6JNInIK4o7]{Necklace of Fireballs}

\n

@Compendium[sw5e.items.wqVSRfkcTjuhvDyx]{Necklace of Prayer Beads}

\n

Nine Lives Stealer

\n

 › @Compendium[sw5e.items.tFLmAPUDLxBY8jFO]{Nine Lives Stealer Greatsword}

\n

 › @Compendium[sw5e.items.BefbYlWbRYyy6R8s]{Nine Lives Stealer Longsword}

\n

 › @Compendium[sw5e.items.OUGMoQYeJzxEcRvm]{Nine Lives Stealer Rapier}

\n

 › @Compendium[sw5e.items.9Mdes2tKt0cqsNTw]{Nine Lives Stealer Scimitar}

\n

 › @Compendium[sw5e.items.2Lkub0qIwucWEfp3]{Nine Lives Stealer Shortsword}

\n

O

\n

@Compendium[sw5e.items.mGIwk9FwTAJB6qTn]{Oathbow}

\n

@Compendium[sw5e.items.Xbq8CyXSRV358SfP]{Oil of Etherealness}

\n

@Compendium[sw5e.items.C0MNXWA81ufzGlp5]{Oil of Sharpness}

\n

@Compendium[sw5e.items.FIDyR0kZnxGy7bj8]{Oil of Slipperiness}

\n

P

\n

@Compendium[sw5e.items.44XNWmMGnwXn7bNW]{Pearl of Power}

\n

@Compendium[sw5e.items.9v0TPDXNa9S7aNB4]{Periapt of Health}

\n

@Compendium[sw5e.items.oYZNXHth1UYxPwVi]{Periapt of Proof against Poison}

\n

@Compendium[sw5e.items.DWwBkOFuYf5VN3M2]{Periapt of Wound Closure}

\n

@Compendium[sw5e.items.63nb14yQRJMc4bIn]{Philter of Love}

\n

@Compendium[sw5e.items.oNLfJNRQgUHpU8c7]{Pipes of Haunting}

\n

@Compendium[sw5e.items.nvhk1quD0Dg1ZtSH]{Pipes of the Sewers}

\n

@Compendium[sw5e.items.dJjdWdaZU30r1zx4]{Plate Armor of Etherealness}

\n

@Compendium[sw5e.items.rvxGvcUzoQXVNbAu]{Portable Hole}

\n

@Compendium[sw5e.items.nXWevqtV6p484N59]{Potion of Animal Friendship}

\n

@Compendium[sw5e.items.bAyr7j5Peq9wIJTa]{Potion of Clairvoyance}

\n

@Compendium[sw5e.items.aMnWi1WXWpxRHq4r]{Potion of Climbing}

\n

@Compendium[sw5e.items.HY8duCwmvlXOruTG]{Potion of Diminution}

\n

@Compendium[sw5e.items.eTNc8XPtvZNe3yQs]{Potion of Flying}

\n

@Compendium[sw5e.items.bqZ6NTLDCUB98YjV]{Potion of Gaseous Form}

\n

Potion of Giant Strength

\n

 › @Compendium[sw5e.items.lAcTZgNtpmks2Mo5]{Potion of Cloud Giant Strength}

\n

 › @Compendium[sw5e.items.bEZOY6uvHRweMM56]{Potion of Fire Giant Strength}

\n

 › @Compendium[sw5e.items.TevMHicE3A70AlmP]{Potion of Frost Giant Strength}

\n

 › @Compendium[sw5e.items.mhFBTY0egW8AeCHe]{Potion of Hill Giant Strength}

\n

 › @Compendium[sw5e.items.4ZiJsDTRA1GgcWKP]{Potion of Stone Giant Strength}

\n

 › @Compendium[sw5e.items.1KMSpOSU0EliUBm2]{Potion of Storm Giant Strength}

\n

@Compendium[sw5e.items.gTRFQLdVD1gsKtPi]{Potion of Growth}

\n

Potion of Healing

\n

 › @Compendium[sw5e.items.L887NdWEP5NqHCrQ]{Potion of Greater Healing}

\n

 › @Compendium[sw5e.items.5m9ErO9In8Uc5yyf]{Potion of Superior Healing}

\n

 › @Compendium[sw5e.items.JFiSlgcm3uSSBM5t]{Potion of Supreme Healing}

\n

@Compendium[sw5e.items.wNKYbKYwOHbA7SH8]{Potion of Heroism}

\n

@Compendium[sw5e.items.rTn4p9nJr4Aq2GPB]{Potion of Invisibility}

\n

@Compendium[sw5e.items.Ct9LR9Ft1FG4a6Y1]{Potion of Mind Reading}

\n

@Compendium[sw5e.items.qBSEGJyHxdKIlBfj]{Potion of Poison}

\n

Potion of Resistance

\n

 › @Compendium[sw5e.items.zgZkJAyFAfYmyn11]{Potion of Acid Resistance}

\n

 › @Compendium[sw5e.items.34YKlIJVVWLeBv7R]{Potion of Cold Resistance}

\n

 › @Compendium[sw5e.items.Jj4iFQQGvckx8Wsj]{Potion of Fire Resistance}

\n

 › @Compendium[sw5e.items.kKGJjVVlJVoakWgQ]{Potion of Force Resistance}

\n

 › @Compendium[sw5e.items.8MPnSrvEeZhPhtTi]{Potion of Lightning Resistance}

\n

 › @Compendium[sw5e.items.xw99pcqPBVwtMOLw]{Potion of Necrotic Resistance}

\n

 › @Compendium[sw5e.items.f5chGcpQCi1HYPQw]{Potion of Poison Resistance}

\n

 › @Compendium[sw5e.items.c0luemOP0iW8L23R]{Potion of Psychic Resistance}

\n

 › @Compendium[sw5e.items.LBQWNqX6hZOKhQ8a]{Potion of Radiant Resistance}

\n

 › @Compendium[sw5e.items.zBX8LLC2CjC89Dzl]{Potion of Thunder Resistance}

\n

@Compendium[sw5e.items.ctKfjHjk9gs9UtZI]{Potion of Speed}

\n

@Compendium[sw5e.items.CAZMwFBWp9VC0ZCg]{Potion of Water Breathing}

\n

R

\n

@Compendium[sw5e.items.VmcgAIsRCyrjBguC]{Restorative Ointment}

\n

@Compendium[sw5e.items.ElLfmohtIFMagr5f]{Ring of Animal Influence}

\n

@Compendium[sw5e.items.hdlBOEbEjiwUjTW5]{Ring of Djinni Summoning}

\n

Ring of Elemental Command

\n

 › @Compendium[sw5e.items.XZWHQ20ynJBK6xmU]{Ring of Air Elemental Command}

\n

 › @Compendium[sw5e.items.Zf7kBZa5f4WBepn1]{Ring of Earth Elemental Command}

\n

 › @Compendium[sw5e.items.L9KBLub5vfb3mTDz]{Ring of Fire Elemental Command}

\n

 › @Compendium[sw5e.items.HnIERWmmra74hSCw]{Ring of Water Elemental Command}

\n

@Compendium[sw5e.items.2wxqnjpnPmkpPCC5]{Ring of Evasion}

\n

@Compendium[sw5e.items.JyYwliYiWEw2g0yJ]{Ring of Feather Falling}

\n

@Compendium[sw5e.items.i2puCDRaTxkuFfB4]{Ring of Free Action}

\n

@Compendium[sw5e.items.1J0dsxyKRhVXYQf5]{Ring of Invisibility}

\n

@Compendium[sw5e.items.x7LfMrLafLKfemGH]{Ring of Jumping}

\n

@Compendium[sw5e.items.dGnkwePemh7ovuDv]{Ring of Mind Shielding}

\n

@Compendium[sw5e.items.QtmVEreNIWEVOoLR]{Ring of Protection}

\n

@Compendium[sw5e.items.AweD4kpKGM7Ilu3n]{Ring of Regeneration}

\n

Ring of Resistance

\n

 › @Compendium[sw5e.items.WO8DLfz3G2QZ5njs]{Ring of Acid Resistance}

\n

 › @Compendium[sw5e.items.fvezXwRJ5PqUf5NN]{Ring of Cold Resistance}

\n

 › @Compendium[sw5e.items.3X7vdOjnCSpi40yn]{Ring of Fire Resistance}

\n

 › @Compendium[sw5e.items.ScxK8YNU5dWELhlQ]{Ring of Force Resistance}

\n

 › @Compendium[sw5e.items.XJ8CG4UvLELCmOi2]{Ring of Lightning Resistance}

\n

 › @Compendium[sw5e.items.qMGkmzfLHfXd7DiJ]{Ring of Necrotic Resistance}

\n

 › @Compendium[sw5e.items.5SorTMl8NKDO9Yge]{Ring of Poison Resistance}

\n

 › @Compendium[sw5e.items.Q7E6MgPzVkwBeZ6l]{Ring of Psychic Resistance}

\n

 › @Compendium[sw5e.items.IrC5LPbWNxlAQoK7]{Ring of Radiant Resistance}

\n

 › @Compendium[sw5e.items.IpBBqr0r7JanyVn0]{Ring of Thunder Resistance}

\n

@Compendium[sw5e.items.etA2SBgWwduCLgLT]{Ring of Shooting Stars}

\n

@Compendium[sw5e.items.9cIlRtKDtDXQtElf]{Ring of Power Storing}

\n

@Compendium[sw5e.items.8PI1EL8xHLq4tXKr]{Ring of Power Turning}

\n

@Compendium[sw5e.items.aA7MbjnpHYoYvmuW]{Ring of Swimming}

\n

@Compendium[sw5e.items.hxfOtvFrY1PXHQN1]{Ring of Telekinesis}

\n

@Compendium[sw5e.items.qw05Om9XWqTMoio2]{Ring of the Ram}

\n

@Compendium[sw5e.items.ewXgnWiYQhS8KArS]{Ring of Three Wishes}

\n

@Compendium[sw5e.items.2veAOEyfbDJuxR8Y]{Ring of Warmth}

\n

@Compendium[sw5e.items.LC5LsQOPwoHQW9Mi]{Ring of Water Walking}

\n

@Compendium[sw5e.items.i3njMqHc689GvHDn]{Ring of X-ray Vision}

\n

@Compendium[sw5e.items.U74TPNQLJZbHJyCk]{Robe of Eyes}

\n

@Compendium[sw5e.items.JRJpKZyamkpa7awv]{Robe of Scintillating Colors}

\n

@Compendium[sw5e.items.66UkbfH0PVwo4HgA]{Robe of Stars}

\n

@Compendium[sw5e.items.mr96Z8YTI490ExhP]{Robe of the Archmagi}

\n

@Compendium[sw5e.items.2ksm2KXCY3vBHTAx]{Robe of Useful Items}

\n

@Compendium[sw5e.items.6pjaQzbtxQTuQ4RW]{Rod of Absorption}

\n

@Compendium[sw5e.items.Do3qeSHtBjUsmfvz]{Rod of Alertness}

\n

@Compendium[sw5e.items.d5HNCmLIPCpPoX2w]{Rod of Lordly Might}

\n

@Compendium[sw5e.items.vmbB2SK6pQU2Vkzb]{Rod of Rulership}

\n

@Compendium[sw5e.items.9kfMsSweOBui0SC4]{Rod of Security}

\n

@Compendium[sw5e.items.29e6gHwWKNLaRUoz]{Rope of Climbing}

\n

@Compendium[sw5e.items.J8gQdJJi5e8LmD7H]{Rope of Entanglement}

\n

S

\n

@Compendium[sw5e.items.xjRSY2ECcc9viSz3]{Scarab of Protection}

\n

@Compendium[sw5e.items.7wY0389wscheFkIa]{Scimitar of Speed}

\n

Shield, +1, +2, or +3

\n

 › @Compendium[sw5e.items.NgwrqNa6kkgoPW2Q]{Shield +1}

\n

 › @Compendium[sw5e.items.xzZQIIxXjNJwNqnp]{Shield +2}

\n

 › @Compendium[sw5e.items.WfqBg3yBNoJQtVEB]{Shield +3}

\n

@Compendium[sw5e.items.M5APnDW8bKQb7fHI]{Shield of Missile Attraction}

\n

@Compendium[sw5e.items.ZgXJE9pjvZLMCeHg]{Slippers of Spider Climbing}

\n

@Compendium[sw5e.items.zJ5LhDvTxYKzPIx4]{Sovereign Glue}

\n

Power Scroll

\n

 › @Compendium[sw5e.items.rQ6sO7HDWzqMhSI3]{Power Scroll Cantrip Level}

\n

 › @Compendium[sw5e.items.9GSfMg0VOA2b4uFN]{Power Scroll 1st Level}

\n

 › @Compendium[sw5e.items.XdDp6CKh9qEvPTuS]{Power Scroll 2nd Level}

\n

 › @Compendium[sw5e.items.hqVKZie7x9w3Kqds]{Power Scroll 3rd Level}

\n

 › @Compendium[sw5e.items.DM7hzgL836ZyUFB1]{Power Scroll 4th Level}

\n

 › @Compendium[sw5e.items.wa1VF8TXHmkrrR35]{Power Scroll 5th Level}

\n

 › @Compendium[sw5e.items.tI3rWx4bxefNCexS]{Power Scroll 6th Level}

\n

 › @Compendium[sw5e.items.mtyw4NS1s7j2EJaD]{Power Scroll 7th Level}

\n

 › @Compendium[sw5e.items.aOrinPg7yuDZEuWr]{Power Scroll 8th Level}

\n

 › @Compendium[sw5e.items.O4YbkJkLlnsgUszZ]{Power Scroll 9th Level}

\n

@Compendium[sw5e.items.kpDbCYgUivh7NApp]{Powerguard Shield}

\n

@Compendium[sw5e.items.2YNqk5zm9jDTvd7q]{Sphere of Annihilation}

\n

@Compendium[sw5e.items.FeouSUPUlUhfgeRp]{Staff of Charming}

\n

@Compendium[sw5e.items.lsiR1hVfISlC5YoB]{Staff of Fire}

\n

@Compendium[sw5e.items.xEtBeZjJnkDXojQM]{Staff of Frost}

\n

@Compendium[sw5e.items.WLVQJVpCWiPkCAtZ]{Staff of Healing}

\n

@Compendium[sw5e.items.eM5gEe4SEOvA2Y9t]{Staff of Power}

\n

@Compendium[sw5e.items.URun3vYrXKJJdAJe]{Staff of Striking}

\n

@Compendium[sw5e.items.bod1dKzbAkAm21Ho]{Staff of Swarming Insects}

\n

@Compendium[sw5e.items.l3V7V8VCXpmAAysQ]{Staff of the Magi}

\n

@Compendium[sw5e.items.MOeFq5MLAQzVQC7z]{Staff of the Python}

\n

@Compendium[sw5e.items.caEn3ixCUFBnHTx6]{Staff of the Woodlands}

\n

@Compendium[sw5e.items.F6v3Q7dz1SlpLTMf]{Staff of Thunder and Lightning}

\n

@Compendium[sw5e.items.uHL99JKLUpTKAbz8]{Staff of Withering}

\n

@Compendium[sw5e.items.TWFS1BtruQeE10BY]{Stone of Controlling Earth Elementals}

\n

@Compendium[sw5e.items.296Zgo9RhltWShE1]{Stone of Good Luck (Luckstone)}

\n

@Compendium[sw5e.items.yiYCqmD5n08NftYk]{Sun Blade}

\n

Sword of Life Stealing

\n

 › @Compendium[sw5e.items.sdHSbitJxgTX6aDG]{Greatsword of Life Stealing}

\n

 › @Compendium[sw5e.items.wtctR6tCcYbQPiS0]{Longsword of Life Stealing}

\n

 › @Compendium[sw5e.items.p01JzD9RpIOkJiqK]{Rapier of Life Stealing}

\n

 › @Compendium[sw5e.items.sfegfmo59MHJg2YC]{Scimitar of Life Stealing}

\n

 › @Compendium[sw5e.items.902yxeFDwavpm6cv]{Shortsword of Life Stealing}

\n

Sword of Sharpness

\n

 › @Compendium[sw5e.items.QB4CFMTLR6JlD7Kq]{Greatsword of Sharpness}

\n

 › @Compendium[sw5e.items.8MNDhKb1Q87QszOJ]{Longsword of Sharpness}

\n

 › @Compendium[sw5e.items.ZKyhkS8ud2NpV7ng]{Scimitar of Sharpness}

\n

Sword of Wounding

\n

 › @Compendium[sw5e.items.JpwuGtFkfrGibQpP]{Greatsword of Wounding}

\n

 › @Compendium[sw5e.items.pG6dddIcb9NmPrdt]{Longsword of Wounding}

\n

 › @Compendium[sw5e.items.KJYqNZgdkRwPmPMl]{Rapier of Wounding}

\n

 › @Compendium[sw5e.items.L4PxYPtYca283sju]{Scimitar of Wounding}

\n

 › @Compendium[sw5e.items.SpbjbMMoJiva2zOa]{Shortsword of Wounding}

\n

T

\n

@Compendium[sw5e.items.iB3gunzgxZ8xK6Z5]{Talisman of Pure Good}

\n

@Compendium[sw5e.items.46ikeR4RrSim6DsN]{Talisman of the Sphere}

\n

@Compendium[sw5e.items.PAXfmZ2ErDlCVy0N]{Talisman of Ultimate Evil}

\n

@Compendium[sw5e.items.2BYm8to5KldN8eYu]{Tome of Clear Thought}

\n

@Compendium[sw5e.items.oN4Glcmi4BhdAI3k]{Tome of Leadership and Influence}

\n

@Compendium[sw5e.items.WnKWD1FuAFUE7f4v]{Tome of Understanding}

\n

@Compendium[sw5e.items.o4Irx3hHiD3FnPbL]{Trident of Fish Command}

\n

U

\n

@Compendium[sw5e.items.MAwoj2suj6cvb9Ti]{Universal Solvent}

\n

V

\n

Vicious Weapon

\n

 › @Compendium[sw5e.items.dG7iFak1YH1nXRpC]{Vicious Battleaxe}

\n

 › @Compendium[sw5e.items.ozYrQ5N4s81h35Fa]{Vicious Blowgun}

\n

 › @Compendium[sw5e.items.UctSPehpKb4lJQGr]{Vicious Club}

\n

 › @Compendium[sw5e.items.5Jz5w7XJxgtlsx6K]{Vicious Dagger}

\n

 › @Compendium[sw5e.items.jeoZmDD9fuQdvC77]{Vicious Dart}

\n

 › @Compendium[sw5e.items.qmuOeNsOKwkn6K8W]{Vicious Flail}

\n

 › @Compendium[sw5e.items.eKip69fExSYN661B]{Vicious Glaive}

\n

 › @Compendium[sw5e.items.nY6CnKEHyJ5STgt5]{Vicious Greataxe}

\n

 › @Compendium[sw5e.items.p9dtQU9wEZGumHSb]{Vicious Greatclub}

\n

 › @Compendium[sw5e.items.FpLaviCom3XR1ckP]{Vicious Greatsword}

\n

 › @Compendium[sw5e.items.isKR904LkLaH4i6M]{Vicious Halberd}

\n

 › @Compendium[sw5e.items.K7h4LT03SNt2807z]{Vicious Hand Crossbow}

\n

 › @Compendium[sw5e.items.QM3gdsL0eaAus7XT]{Vicious Handaxe}

\n

 › @Compendium[sw5e.items.Fk78kNmp3OLX5EMC]{Vicious Heavy Crossbow}

\n

 › @Compendium[sw5e.items.lM5uo6R4gy8rJG5Y]{Vicious Javelin}

\n

 › @Compendium[sw5e.items.r8yK6SrWOz4hqF01]{Vicious Lance}

\n

 › @Compendium[sw5e.items.VQAUcjn1qdwW3MeU]{Vicious Light Crossbow}

\n

 › @Compendium[sw5e.items.4MeSq8KcF7KK7emF]{Vicious Light Hammer}

\n

 › @Compendium[sw5e.items.gVo3UbvwjFIiFR0c]{Vicious Longbow}

\n

 › @Compendium[sw5e.items.gSwpQacBLOJeLWrK]{Vicious Mace}

\n

 › @Compendium[sw5e.items.6JbrdSg5YYbs9ANm]{Vicious Maul}

\n

 › @Compendium[sw5e.items.Vm6SuX6TkDvSIVGr]{Vicious Morningstar}

\n

 › @Compendium[sw5e.items.zibIgdxPz8QHSCg6]{Vicious Pike}

\n

 › @Compendium[sw5e.items.Z7xno2zMzRtqqUIQ]{Vicious Quarterstaff}

\n

 › @Compendium[sw5e.items.h0XLhuUQ0vSnW3DU]{Vicious Rapier}

\n

 › @Compendium[sw5e.items.FHUDEygUW7EWCDgA]{Vicious Scimitar}

\n

 › @Compendium[sw5e.items.Z0eO3TTpYA2hjwdd]{Vicious Shortbow}

\n

 › @Compendium[sw5e.items.AChuumAYmts5uGFT]{Vicious Sickle}

\n

 › @Compendium[sw5e.items.qGRN4wvZLJ8uITf2]{Vicious Sling}

\n

 › @Compendium[sw5e.items.e7JpVX2549vp9mgF]{Vicious Spear}

\n

 › @Compendium[sw5e.items.TMqS62qjBCveT1Ss]{Vicious Trident}

\n

 › @Compendium[sw5e.items.g8DG0jXlvfP3uTtZ]{Vicious War Pick}

\n

 › @Compendium[sw5e.items.HnJqfKkYXIWo2sp9]{Vicious Warhammer}

\n

 › @Compendium[sw5e.items.luTJgPXN5n0EN7iy]{Vicious Whip}

\n

Vorpal Sword

\n

 › @Compendium[sw5e.items.3FNyS6DeCBZzFbqU]{Vorpal Greatsword}

\n

 › @Compendium[sw5e.items.HokQ1loVJTFxt27u]{Vorpal Longsword}

\n

 › @Compendium[sw5e.items.I7cOsXsklWkzouHA]{Vorpal Scimitar}

\n

W

\n

@Compendium[sw5e.items.7jEKkA9qbwJ3IuCb]{Wand of Binding}

\n

@Compendium[sw5e.items.5Rxo4K9cgpwgW9vZ]{Wand of Enemy Detection}

\n

@Compendium[sw5e.items.EJFql4aNWHHJSxT9]{Wand of Fear}

\n

@Compendium[sw5e.items.DoSvjhRARhRqWZXg]{Wand of Fireballs}

\n

@Compendium[sw5e.items.bPFVfq81EsMNu6OQ]{Wand of Lightning Bolts}

\n

@Compendium[sw5e.items.18fbyArtidKzON01]{Wand of Magic Detection}

\n

@Compendium[sw5e.items.1taRIMF9w7jpnonN]{Wand of Magic Missiles}

\n

@Compendium[sw5e.items.GcpXNc4dKUNw0Tk6]{Wand of Paralysis}

\n

@Compendium[sw5e.items.khyjT3dKyoEOf4eA]{Wand of Polymorph}

\n

@Compendium[sw5e.items.VQ6NWjWV37wiB29O]{Wand of Secrets}

\n

Wand of the War Mage, +1, +2, or +3

\n

 › @Compendium[sw5e.items.OPbdSlrhkUDNpgcS]{Wand of the War Mage +1}

\n

 › @Compendium[sw5e.items.k3T7tpcdzDyVKlF4]{Wand of the War Mage +2}

\n

 › @Compendium[sw5e.items.IuVaBrq17AqxpXc4]{Wand of the War Mage +3}

\n

@Compendium[sw5e.items.4sR5HOah6KwVPHOb]{Wand of Web}

\n

@Compendium[sw5e.items.lPsueMv4ZoXqCYf9]{Wand of Wonder}

\n

Weapon, +1, +2, or +3

\n

 › @Compendium[sw5e.items.UAXu4MNvAvaKz9JO]{Battleaxe +1}

\n

 › @Compendium[sw5e.items.cQ94oKUZN8FDAI8U]{Battleaxe +2}

\n

 › @Compendium[sw5e.items.kNlvoSTcdMqxJPmI]{Battleaxe +3}

\n

 › @Compendium[sw5e.items.N8XNP3vjVZmM2r9S]{Blowgun +1}

\n

 › @Compendium[sw5e.items.fu7DJcrYWfGMeVt9]{Blowgun +2}

\n

 › @Compendium[sw5e.items.HQJ8tiyyrJJSUSyF]{Blowgun +3}

\n

 › @Compendium[sw5e.items.fCRftM4QxEDkeu0a]{Club +1}

\n

 › @Compendium[sw5e.items.gyJ0imAckcWtCjyv]{Club +2}

\n

 › @Compendium[sw5e.items.HdC66U61pDOknaux]{Club +3}

\n

 › @Compendium[sw5e.items.59pjg8FGM4GG4Fdd]{Dagger +1}

\n

 › @Compendium[sw5e.items.Lr8aRsnia8hftPAb]{Dagger +2}

\n

 › @Compendium[sw5e.items.bWI5i4RbyGKT6Eiq]{Dagger +3}

\n

 › @Compendium[sw5e.items.giU3yyZXvErjf78D]{Dart +1}

\n

 › @Compendium[sw5e.items.EWdfUQriSabqDESm]{Dart +2}

\n

 › @Compendium[sw5e.items.izF3kmyFEVI5TWhp]{Dart +3}

\n

 › @Compendium[sw5e.items.0LVFLPmsu1b2vf8E]{Flail +1}

\n

 › @Compendium[sw5e.items.z0lIRURcyDYt1kLK]{Flail +2}

\n

 › @Compendium[sw5e.items.wgBKZNeRN1XsE9I7]{Flail +3}

\n

 › @Compendium[sw5e.items.09i8r1UmzDSKiZ9g]{Glaive +1}

\n

 › @Compendium[sw5e.items.Mt2WB1W9nDWO4d16]{Glaive +2}

\n

 › @Compendium[sw5e.items.rc9nkN6YOD7ogtEi]{Glaive +3}

\n

 › @Compendium[sw5e.items.qhdGVfT5j6u46mtk]{Greataxe +1}

\n

 › @Compendium[sw5e.items.hdUzXzVPonOQzW81]{Greataxe +2}

\n

 › @Compendium[sw5e.items.PAa2EG5kzmqxcp46]{Greataxe +3}

\n

 › @Compendium[sw5e.items.dwGxrGqkn2ppNaqs]{Greatclub +1}

\n

 › @Compendium[sw5e.items.Or3kVfJ0Fbr33ARS]{Greatclub +2}

\n

 › @Compendium[sw5e.items.mkyltDYnuzNU3kmF]{Greatclub +3}

\n

 › @Compendium[sw5e.items.kBVK2IiZYRkEYtcM]{Greatsword +1}

\n

 › @Compendium[sw5e.items.8LZBOY5USLZ4ngDq]{Greatsword +2}

\n

 › @Compendium[sw5e.items.RfEZvwcLwe6Ih0LQ]{Greatsword +3}

\n

 › @Compendium[sw5e.items.nl7cc7Z1HpSHbUdQ]{Halberd +1}

\n

 › @Compendium[sw5e.items.6ndqUhOySYVVQ5on]{Halberd +2}

\n

 › @Compendium[sw5e.items.EU78dSbnr91QWZ7g]{Halberd +3}

\n

 › @Compendium[sw5e.items.MnX9soPEMNsCtpv7]{Hand Crossbow +1}

\n

 › @Compendium[sw5e.items.3Q6rw9kAMf6F1SW5]{Hand Crossbow +2}

\n

 › @Compendium[sw5e.items.oG4rvCuMstgl4Nez]{Hand Crossbow +3}

\n

 › @Compendium[sw5e.items.Qfi5Rsuun3reqYmf]{Handaxe +1}

\n

 › @Compendium[sw5e.items.LZcpcR21nte4Yoe2]{Handaxe +2}

\n

 › @Compendium[sw5e.items.cmnBssaWWzWWm70C]{Handaxe +3}

\n

 › @Compendium[sw5e.items.ijDzcDXfJAdj2uED]{Heavy Crossbow +1}

\n

 › @Compendium[sw5e.items.8wXB18E0oPAYFkqc]{Heavy Crossbow +2}

\n

 › @Compendium[sw5e.items.Sj4zEvuGcSV6anKm]{Heavy Crossbow +3}

\n

 › @Compendium[sw5e.items.idtlcnIWgwVdvp31]{Javelin +1}

\n

 › @Compendium[sw5e.items.gV671PZGnYoVZefN]{Javelin +2}

\n

 › @Compendium[sw5e.items.FhtjbeBeP4q5vTyc]{Javelin +3}

\n

 › @Compendium[sw5e.items.l88FXiodYofrJT8a]{Lance +1}

\n

 › @Compendium[sw5e.items.CVMGOJWTO6TCybrH]{Lance +2}

\n

 › @Compendium[sw5e.items.r97KnMO7Zxgfdh3P]{Lance +3}

\n

 › @Compendium[sw5e.items.kHjpHTKex95ULxUX]{Light Crossbow +1}

\n

 › @Compendium[sw5e.items.x12sDhylcf8843fT]{Light Crossbow +2}

\n

 › @Compendium[sw5e.items.amRx3jOYlPeXEiAN]{Light Crossbow +3}

\n

 › @Compendium[sw5e.items.q24QnImAicnT9Byd]{Light Hammer +1}

\n

 › @Compendium[sw5e.items.XIpJkxbySJxm6hoU]{Light Hammer +2}

\n

 › @Compendium[sw5e.items.Y08Al2dMN8he1hFK]{Light Hammer +3}

\n

 › @Compendium[sw5e.items.A2i08i8gAFscm6hZ]{Longbow +1}

\n

 › @Compendium[sw5e.items.ZcvU9rRb573NOywv]{Longbow +2}

\n

 › @Compendium[sw5e.items.8W6ULfSqzuHh6Peg]{Longbow +3}

\n

 › @Compendium[sw5e.items.IPkf0XNowClwXnjQ]{Longsword +1}

\n

 › @Compendium[sw5e.items.bcv7J9culilK68zp]{Longsword +2}

\n

 › @Compendium[sw5e.items.H6SIiRIig7OMM2Z0]{Longsword +3}

\n

 › @Compendium[sw5e.items.jf0XMx2vfEZzZuD7]{Mace +1}

\n

 › @Compendium[sw5e.items.m1hJnK7CHsaJB26v]{Mace +2}

\n

 › @Compendium[sw5e.items.2CQnAvn06bncXPBt]{Mace +3}

\n

 › @Compendium[sw5e.items.EveBprZPBjfZqXLt]{Maul +1}

\n

 › @Compendium[sw5e.items.1kihEfn9QppB34ee]{Maul +2}

\n

 › @Compendium[sw5e.items.P8f9o36qxagW2uRW]{Maul +3}

\n

 › @Compendium[sw5e.items.PKpftwMAn88gfLi7]{Morningstar +1}

\n

 › @Compendium[sw5e.items.NrHboku9vJO5FGiY]{Morningstar +2}

\n

 › @Compendium[sw5e.items.dghpiMWDSUXtQf6X]{Morningstar +3}

\n

 › @Compendium[sw5e.items.rJKXDPikXSYXYgb5]{Net +1}

\n

 › @Compendium[sw5e.items.hHX5qXva1ScCpBpL]{Net +2}

\n

 › @Compendium[sw5e.items.iIuNqnpWCHrLEKWj]{Net +3}

\n

 › @Compendium[sw5e.items.t8L7B0JWamsvxhui]{Quarterstaff +1}

\n

 › @Compendium[sw5e.items.7kVZo4DLBq22406E]{Quarterstaff +2}

\n

 › @Compendium[sw5e.items.BmWnprrj0QWQ1BL3]{Quarterstaff +3}

\n

 › @Compendium[sw5e.items.S7AhpCPDBGUBbg7b]{Rapier +1}

\n

 › @Compendium[sw5e.items.uLY74ppOrTaWKwer]{Rapier +2}

\n

 › @Compendium[sw5e.items.YevPP0DZXgAcLmzv]{Rapier +3}

\n

 › @Compendium[sw5e.items.VGtyTdVLoWls8FL5]{Scimitar +1}

\n

 › @Compendium[sw5e.items.VHYy3ZsJNPUo1SIx]{Scimitar +2}

\n

 › @Compendium[sw5e.items.2wK9ImkAeG3Lzxa0]{Scimitar +3}

\n

 › @Compendium[sw5e.items.gYDMk3LWikIP5PmA]{Shortbow +1}

\n

 › @Compendium[sw5e.items.tt4WokZBZMGqgYm5]{Shortbow +2}

\n

 › @Compendium[sw5e.items.egJhGFU3v5OfjPNS]{Shortbow +3}

\n

 › @Compendium[sw5e.items.sl6yiYSlqkHiVVSN]{Shortsword +1}

\n

 › @Compendium[sw5e.items.b2l2ubCGSnmiTrm8]{Shortsword +2}

\n

 › @Compendium[sw5e.items.uIHXYhnOwETlA5lT]{Shortsword +3}

\n

 › @Compendium[sw5e.items.asUgQFrF1xYeNhtW]{Sickle +1}

\n

 › @Compendium[sw5e.items.uRoHwk1c8e5xJjkV]{Sickle +2}

\n

 › @Compendium[sw5e.items.AHn15T1TOuDFS0GH]{Sickle +3}

\n

 › @Compendium[sw5e.items.6I5lt8KheTsAE4Zr]{Sling +1}

\n

 › @Compendium[sw5e.items.9qOAoFw9dTXhJ1w0]{Sling +2}

\n

 › @Compendium[sw5e.items.q3WqP3r2emnumyUF]{Sling +3}

\n

 › @Compendium[sw5e.items.WNdN2mBF3O7ZNcMp]{Spear +1}

\n

 › @Compendium[sw5e.items.HeDP6dL9daVT3uj2]{Spear +2}

\n

 › @Compendium[sw5e.items.62EaozKvcA0aSy2q]{Spear +3}

\n

 › @Compendium[sw5e.items.vuThcmO7MYlw5b9f]{Trident +1}

\n

 › @Compendium[sw5e.items.EkTpM4Wbsrdqflzl]{Trident +2}

\n

 › @Compendium[sw5e.items.z9fFB1uaGJvcXTf7]{Trident +3}

\n

 › @Compendium[sw5e.items.l2T46xCqUbJvKE7A]{War Pick +1}

\n

 › @Compendium[sw5e.items.RbC0UCqAnQcIPIXZ]{War Pick +2}

\n

 › @Compendium[sw5e.items.nrvAo3TznyQrHS1t]{War Pick +3}

\n

 › @Compendium[sw5e.items.8N1GqcdroUpmM9dS]{Warhammer +1}

\n

 › @Compendium[sw5e.items.KvIlZssYEtQ4bvSE]{Warhammer +2}

\n

 › @Compendium[sw5e.items.setcTdSZ09rmsqMn]{Warhammer +3}

\n

 › @Compendium[sw5e.items.lcqqW2vGF6P8nJ77]{Whip +1}

\n

 › @Compendium[sw5e.items.WlPzuxaVnYzxzDEC]{Whip +2}

\n

 › @Compendium[sw5e.items.jcQqI0pxLD2nNNQ4]{Whip +3}

\n

@Compendium[sw5e.items.xjme5oSQZmdAy1fc]{Well of Many Worlds}

\n

@Compendium[sw5e.items.mYFfH24uzuKh4IPS]{Wind Fan}

\n

@Compendium[sw5e.items.YjImJ3cVnArHH4ES]{Winged Boots}

\n

@Compendium[sw5e.items.FkDyLSpiynKTQZdi]{Wings of Flying}

"} -{"_id":"0CvBVevL3tyiJrHu","name":"Movement and Position","permission":{"default":0},"folder":"","flags":{},"content":"

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

\n

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

\n

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

\n

Breaking Up Your Move

\n

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

\n

Moving between Attacks

\n

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

\n

Using Different Speeds

\n

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.

\n

For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly power on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

\n

Difficult Terrain

\n

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briarchoked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.

\n

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

\n

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

\n

Being Prone

\n

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are @Compendium[sw5e.rules.ZkXz0qdkNBkKE6tN]{prone}, a condition described in @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{appendix PH-A}.

\n

You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. 

\n

For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.

\n

To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

\n
\n

Interacting with Objects Around You

\n

Here are a few examples of the sorts of thing you can do in tandem with your movement and action:

\n
    \n
  • draw or sheathe a sword 
  • \n
  • open or close a door
  • \n
  • withdraw a potion from your backpack
  • \n
  • pick up a dropped axe 
  • \n
  • take a bauble from a table 
  • \n
  • remove a ring from your finger 
  • \n
  • stuff some food into your mouth
  • \n
  • plant a banner in the ground 
  • \n
  • fish a few coins from your belt pouch
  • \n
  • drink all the ale in a flagon 
  • \n
  • throw a lever or a switch 
  • \n
  • pull a torch from a sconce 
  • \n
  • take a book from a shelf you can reach 
  • \n
  • extinguish a small flame
  • \n
  • don a mask 
  • \n
  • pull the hood of your cloak up and over your head 
  • \n
  • put your ear to a door
  • \n
  • kick a small stone
  • \n
  • turn a key in a lock 
  • \n
  • tap the floor with a 10-foot pole
  • \n
  • hand an item to another character
  • \n
\n
\n

Moving Around Other Creatures

\n

You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.

\n

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

\n

If you leave a hostile creature’s reach during your move, you provoke an opportunity attack.

\n

Flying Movement

\n

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the @Compendium[sw5e.powers.yfbK8gZqESlaoY5t]{Fly} power.

\n

Creature Size

\n

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size Categories

\n
SizeSpace
Tiny2½ by 2½ ft.
Small5 by 5 ft.
Medium5 by 5 ft.
Large10 by 10 ft.
Huge15 by 15 ft.
Gargantuan20 by 20 ft. or larger
\n

Space

\n

A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5- foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them.

\n

A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

\n

Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

\n

Squeezing into a Smaller Space

\n

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

"} +{"_id":"0CvBVevL3tyiJrHu","name":"Movement and Position","permission":{"default":0},"folder":"","flags":{},"content":"

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

\n

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

\n

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

\n

Breaking Up Your Move

\n

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

\n

Moving between Attacks

\n

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

\n

Using Different Speeds

\n

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.

\n

For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly power on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

\n

Difficult Terrain

\n

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briarchoked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.

\n

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

\n

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

\n

Being Prone

\n

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are @Compendium[sw5e.rules.ZkXz0qdkNBkKE6tN]{prone}, a condition described in @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{appendix PH-A}.

\n

You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed.

\n

For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.

\n

To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

\n
\n

Interacting with Objects Around You

\n

Here are a few examples of the sorts of thing you can do in tandem with your movement and action:

\n
    \n
  • draw or sheathe a sword
  • \n
  • open or close a door
  • \n
  • withdraw a potion from your backpack
  • \n
  • pick up a dropped axe
  • \n
  • take a bauble from a table
  • \n
  • remove a ring from your finger
  • \n
  • stuff some food into your mouth
  • \n
  • plant a banner in the ground
  • \n
  • fish a few coins from your belt pouch
  • \n
  • drink all the ale in a flagon
  • \n
  • throw a lever or a switch
  • \n
  • pull a torch from a sconce
  • \n
  • take a book from a shelf you can reach
  • \n
  • extinguish a small flame
  • \n
  • don a mask
  • \n
  • pull the hood of your cloak up and over your head
  • \n
  • put your ear to a door
  • \n
  • kick a small stone
  • \n
  • turn a key in a lock
  • \n
  • tap the floor with a 10-foot pole
  • \n
  • hand an item to another character
  • \n
\n
\n

Moving Around Other Creatures

\n

You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.

\n

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

\n

If you leave a hostile creature’s reach during your move, you provoke an opportunity attack.

\n

Flying Movement

\n

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the @Compendium[sw5e.powers.yfbK8gZqESlaoY5t]{Fly} power.

\n

Creature Size

\n

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size Categories

\n
SizeSpace
Tiny2½ by 2½ ft.
Small5 by 5 ft.
Medium5 by 5 ft.
Large10 by 10 ft.
Huge15 by 15 ft.
Gargantuan20 by 20 ft. or larger
\n

Space

\n

A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5- foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them.

\n

A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

\n

Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

\n

Squeezing into a Smaller Space

\n

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

"} {"_id":"10RNSKCH2hTja3DG","name":"Darkvision","permission":{"default":0},"flags":{},"content":"

A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.

"} -{"_id":"1XcKtGnKprqX6fa2","name":"Petrified","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • \n
  • The creature is @Compendium[sw5e.rules.Incapacitated], can’t move or speak, and is unaware of its surroundings.
  • \n
  • Attack rolls against the creature have advantage. 
  • \n
  • The creature automatically fails Strength and Dexterity saving throws. 
  • \n
  • The creature has resistance to all damage. 
  • \n
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
  • \n
"} -{"_id":"22X9hFEKq39gPVh1","name":"* Table of Contents & Disclaimer *","permission":{"default":0},"folder":"","flags":{},"content":"

Table of Contents

\n

@Compendium[sw5e.rules.K4gCElq0T90cEqyM]{01. Beyond 1st Level}

\n

@Compendium[sw5e.rules.MC21HwcEQKaPWJmW]{02. Races}

\n

@Compendium[sw5e.rules.gt9usRMc7QelbgqR]{03. Classes}

\n

@Compendium[sw5e.rules.l9Iy6sHYrQpEOAxs]{04. Personality and Background}

\n

 › @Compendium[sw5e.rules.Y7UCgFzAGdCPR82z]{Alignment}

\n

 › @Compendium[sw5e.rules.YokpQUkuJwUB0wpy]{Languages}

\n

 › @Compendium[sw5e.rules.nH479uePVw8HGkLD]{Inspiration}

\n

 › @Compendium[sw5e.rules.uTHSGujAj4E8zwFx]{Backgrounds}

\n

@Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{05. Equipment}

\n

 › @Compendium[sw5e.rules.YUyO7WBD2DSlCBej]{Selling Treasure}

\n

 › @Compendium[sw5e.rules.ln4KF7662eP93keD]{Armor}

\n

 › @Compendium[sw5e.rules.VbMVnhcLWO4YX1V9]{Weapons}

\n

 › @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}

\n

 › @Compendium[sw5e.rules.soqKcpGwvId8hQ9r]{Tools}

\n

 › @Compendium[sw5e.rules.IAlkoC9IZnU1PzrR]{Mounts and Vehicles}

\n

 › @Compendium[sw5e.rules.pOHY1F2F9Jf9S76B]{Trade Goods}

\n

 › @Compendium[sw5e.rules.SlXnxASl7xZ7EjSx]{Expenses}

\n

@Compendium[sw5e.rules.XoqL0uB0p6oDroEY]{06. Customization Options}

\n

 › @Compendium[sw5e.rules.EUz4asMc70JCswio]{Multiclassing}

\n

 › @Compendium[sw5e.rules.F8iHVJAIMCTLClx3]{Feats}

\n

@Compendium[sw5e.rules.qLXNi9sr82rz60ji]{07. Using Ability Scores}

\n

 › @Compendium[sw5e.rules.nFdBKy0SAgsIhi7T]{Ability Scores and Modifiers}

\n

 › @Compendium[sw5e.rules.Au49u5X1n0R8Ali4]{Advantage and Disadvantage}

\n

 › @Compendium[sw5e.rules.PaKUefllxSnLDjaI]{Proficiency Bonus}

\n

 › @Compendium[sw5e.rules.kMQcMfFY7VGMkKrP]{Ability Checks}

\n

 › @Compendium[sw5e.rules.tK5FwAIu92di2zLZ]{Using Each Ability}

\n

 › @Compendium[sw5e.rules.ekSNjjsCSyl2kxEi]{Saving Throws}

\n

@Compendium[sw5e.rules.7UfmD35eMS39i26Y]{08. Adventuring}

\n

 › @Compendium[sw5e.rules.gRcWZ56MBxjX2mbO]{Time}

\n

 › @Compendium[sw5e.rules.87bCRbO4gFLQJXX4]{Movement}

\n

 › @Compendium[sw5e.rules.mKsmKfuLvJ3GjPzN]{The Environment}

\n

 › @Compendium[sw5e.rules.ei4esVo9XkUXRccq]{Resting}

\n

 › @Compendium[sw5e.rules.gPaI6ycBI7MRz2IJ]{Between Adventures}

\n

@Compendium[sw5e.rules.3V8ywGHQEpbZpsIL]{09. Combat}

\n

 › @Compendium[sw5e.rules.gJwZ7NM3G52dqlz2]{The Order of Combat}

\n

 › @Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Movement and Position}

\n

 › @Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat}

\n

 › @Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Making an Attack}

\n

 › @Compendium[sw5e.rules.yL4L6QQ7xhMbgWZx]{Cover}

\n

 › @Compendium[sw5e.rules.HORLogaZ0ysOpi3J]{Damage and Healing}

\n

 › @Compendium[sw5e.rules.BffmI2fRdtO9sgni]{Mounted Combat}

\n

 › @Compendium[sw5e.rules.xclLVni6OuNUrewU]{Underwater Combat}

\n

@Compendium[sw5e.rules.jn0Tg6J55h4I9zXs]{10. Powercasting}

\n

 › @Compendium[sw5e.rules.ixN1vVJkzhiaebQK]{What Is a Power?}

\n

 › @Compendium[sw5e.rules.JH4AH5qkr4FNCXnQ]{Casting a Power}

\n

 › @Compendium[sw5e.rules.i17iE69KohQMPd5X]{Power Descriptions}

\n

 Class Power Lists

\n

 › @Compendium[sw5e.rules.IryZdZqi3R8JdTi1]{Bard Powers}

\n

 › @Compendium[sw5e.rules.pp8EcJKHl05DxFPO]{Cleric Powers}

\n

 › @Compendium[sw5e.rules.qsjZVCAWStczYC6g]{Druid Powers}

\n

 › @Compendium[sw5e.rules.9Gh9e6C8f1b8hMDo]{Paladin Powers}

\n

 › @Compendium[sw5e.rules.MPeAbrndRwp12KBS]{Ranger Powers}

\n

 › @Compendium[sw5e.rules.HYaZMaOl1m71xCuZ]{Sorcerer Powers}

\n

 › @Compendium[sw5e.rules.FP5bLScw7BLxhpBc]{Warlock Powers}

\n

 › @Compendium[sw5e.rules.EbRDzqsXhoaJ1wOe]{Wizard Powers}

\n

@Compendium[sw5e.rules.XCsWCaIAGKSp4l1L]{11. DM Tools}

\n

 › @Compendium[sw5e.rules.I70MQGSOHJicYgLC]{Traps}

\n

 › @Compendium[sw5e.rules.Zqh1063GdJVTvoGd]{Diseases}

\n

 › @Compendium[sw5e.rules.5k4FvK4usg7JXoZo]{Madness}

\n

 › @Compendium[sw5e.rules.TJvGym7bf4quBEXg]{Objects}

\n

 › @Compendium[sw5e.rules.6HGktrdtUUPc4Ujj]{Poisons}

\n

 › @Compendium[sw5e.rules.szHg2dwyoTwXEVnx]{Magic Items}

\n

    @Compendium[sw5e.rules.047BvjZASKrbxwTo]{Magic Items A-Z}

\n

 › @Compendium[sw5e.rules.ZGpcG1YEtKIXPMvI]{Monsters}

\n

@Compendium[sw5e.rules.4evhv10gHF3SwYFu]{Appendices}

\n

 › @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{Appendix PH-A: Conditions}

\n

 › @Compendium[sw5e.rules.2JNtWRo7wMq08bXn]{Appendix PH-B: Fantasy-Historical Pantheons}

\n

 › @Compendium[sw5e.rules.YnBURsGSxWYiMVxw]{Appendix PH-C: The Planes of Existence}

\n

 › @Compendium[sw5e.rules.rjStJTCJtoSqua8Z]{Appendix MM-A: Miscellaneous Creatures}

\n

 › @Compendium[sw5e.rules.wHI1i7HR2l0T3qVV]{Appendix MM-B: Nonplayer Characters}

\n

Disclaimer

\n
\n

This work was adapted from the System Reference Document under the OGL (license available in the User Data/systems/sw5e folder).

\n

Some additional information , like character creation, is available in the Basic Rules which \"Wizards\" makes available for free.

\n
","img":"icons/sundries/books/book-tooled-silver-blue.webp"} -{"_id":"2JNtWRo7wMq08bXn","name":"Appendix PH-B: Fantasy-Historical Pantheons","permission":{"default":0},"folder":"","flags":{},"content":"

The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world’s ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.

\n

The Celtic Pantheon

\n

It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.

\n

The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Celtic Deities

\n
DeityAlignmentSuggested DomainsSymbol
The Daghdha, god of weather and cropsCGNature, TrickeryBubbling cauldron or shield
Arawn, god of life and deathNELife, DeathBlack star on gray background
Belenus, god of sun, light, and warmthNGLightSolar disk and standing stones
Brigantia, goddess of rivers and livestockNGLifeFootbridge
Diancecht, god of medicine and healingLGLifeCrossed oak and mistletoe branches
Dunatis, god of mountains and peaksNNatureRed sun-capped mountain peak
Goibhniu, god of smiths and healingNGKnowledge, LifeGiant mallet over sword
Lugh, god of arts, travel, and commerceCNKnowledge, LifePair of long hands
Manannan mac Lir, god of oceans and sea creaturesLNNature, TempestWave of white water on green
Math Mathonwy, god of magicNEKnowledgeStaff
Morrigan, goddess of battleCEWarTwo crossed spears
Nuada, god of war and warriorsNWarSilver hand on black background
Oghma, god of speech and writingNGKnowledgeUnfurled scroll
Silvanus, god of nature and forestsNNatureSummer oak tree
\n

The Greek Pantheon

\n

The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they’ve made a place for themselves inside the human heart, too.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Greek Deities

\n
DeityAlignmentSuggested DomainsSymbol
Zeus, god of the sky, ruler of the godsNTempestFist full of lightning bolts
Aphrodite, goddess of love and beautyCGLightSea shell
Apollo, god of light, music, and healingCGKnowledge, Life, LightLyre
Ares, god of war and strifeCEWarSpear
Artemis, goddess of hunting and childbirthNGLife, NatureBow and arrow on lunar disk
Athena, goddess of wisdomand civilizationLGKnowledge, WarOwl
Demeter, goddess of agricultureNGLifeMareʼs head
Dionysus, god of mirth and wineCNLifeThyrsus (staff tipped with pine cone)
Hades, god of the underworldLEDeathBlack ram
Hecate, goddess of magic and the moonCEKnowledge, TrickerySetting moon
Hephaestus, god of smithing and craftNGKnowledgeHammer and anvil
Hera, goddess of marriage and intrigueCNTrickeryFan of peacock feathers
Hercules, god of strength and adventureCGTempest, WarLionʼs head
Hermes, god of travel and commerceCGTrickeryCaduceus (winged staff and serpents)
Hestia, goddess of home and familyNGLifeHearth
Nike, goddess of victoryLNWarWinged woman
Pan, god of natureCNNatureSyrinx (pan pipes)
Poseidon, god of the sea and earthquakesCNTempestTrident
Tyche, goddess of good fortuneNTrickeryRed pentagram
\n

The Egyptian Pantheon

\n

These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.

\n

The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Egyptian Deities

\n
DeityAlignmentSuggested DomainsSymbol
Re-Horakhty, god of the sun, ruler of the godsLGLife, LightSolar disk encircled by serpent
Anubis, god of judgment and deathLNDeathBlack jackal
Apep, god of evil, fire, and serpentsNETrickeryFlaming snake
Bast, goddess of cats and vengeanceCGWarCat
Bes, god of luck and musicCNTrickeryImage of the misshapen deity
Hathor, goddess of love, music, and motherhoodNGLife, LightHorned cowʼs head with lunar disk
Imhotep, god of crafts and medicineNGKnowledgeStep pyramid
Isis, goddess of fertility and magicNGKnowledge, LifeAnkh and star
Nephthys, goddess of death and griefCGDeathHorns around a lunar disk
Osiris, god of nature and the underworldLGLife, NatureCrook and flail
Ptah, god of crafts, knowledge, and secretsLNKnowledgeBull
Set, god of darkness and desert stormsCEDeath, Tempest, TrickeryCoiled cobra
Sobek, god of water and crocodilesLENature, TempestCrocodile head with horns and plumes
Thoth, god of knowledge and wisdomNKnowledgeIbis
\n

The Norse Pantheon

\n

Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.

\n

The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Norse Deities

\n
DeityAlignmentSuggested DomainsSymbol
Odin, god of knowledge and warNGKnowledge, WarWatching blue eye
Aegir, god of the sea and stormsNETempestRough ocean waves
Balder, god of beauty and poetryNGLife, LightGem-encrusted silver chalice
Forseti, god of justice and lawNLightHead of a bearded man
Frey, god of fertility and the sunNGLife, LightIce-blue greatsword
Freya, goddess of fertility and loveNGLifeFalcon
Frigga, goddess of birth and fertilityNLife, LightCat
Heimdall, god of watchfulness and loyaltyLGLight, WarCurling musical horn
Hel, goddess of the underworldNEDeathWomanʼs face, rotting on one side
Hermod, god of luckCNTrickeryWinged scroll
Loki, god of thieves and trickeryCETrickeryFlame
Njord, god of sea and windNGNature, TempestGold coin
Odur, god of light and the sunCGLightSolar disk
Sif, goddess of warCGWarUpraised sword
Skadi, god of earth and mountainsNNatureMountain peak
Surtur, god of fire giants and warLEWarFlaming sword
Thor, god of storms and thunderCGTempest, WarHammer
Thrym, god of frost giants and coldCEWarWhite double-bladed axe
Tyr, god of courage and strategyLNKnowledge, WarSword
Uller, god of hunting and winterCNNatureLongbow
"} +{"_id":"1XcKtGnKprqX6fa2","name":"Petrified","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • \n
  • The creature is @Compendium[sw5e.rules.Incapacitated], can’t move or speak, and is unaware of its surroundings.
  • \n
  • Attack rolls against the creature have advantage.
  • \n
  • The creature automatically fails Strength and Dexterity saving throws.
  • \n
  • The creature has resistance to all damage.
  • \n
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
  • \n
"} +{"_id":"22X9hFEKq39gPVh1","name":"* Table of Contents & Disclaimer *","permission":{"default":0},"folder":"","flags":{},"content":"

Table of Contents

\n

@Compendium[sw5e.rules.K4gCElq0T90cEqyM]{01. Beyond 1st Level}

\n

@Compendium[sw5e.rules.MC21HwcEQKaPWJmW]{02. Races}

\n

@Compendium[sw5e.rules.gt9usRMc7QelbgqR]{03. Classes}

\n

@Compendium[sw5e.rules.l9Iy6sHYrQpEOAxs]{04. Personality and Background}

\n

 › @Compendium[sw5e.rules.Y7UCgFzAGdCPR82z]{Alignment}

\n

 › @Compendium[sw5e.rules.YokpQUkuJwUB0wpy]{Languages}

\n

 › @Compendium[sw5e.rules.nH479uePVw8HGkLD]{Inspiration}

\n

 › @Compendium[sw5e.rules.uTHSGujAj4E8zwFx]{Backgrounds}

\n

@Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{05. Equipment}

\n

 › @Compendium[sw5e.rules.YUyO7WBD2DSlCBej]{Selling Treasure}

\n

 › @Compendium[sw5e.rules.ln4KF7662eP93keD]{Armor}

\n

 › @Compendium[sw5e.rules.VbMVnhcLWO4YX1V9]{Weapons}

\n

 › @Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}

\n

 › @Compendium[sw5e.rules.soqKcpGwvId8hQ9r]{Tools}

\n

 › @Compendium[sw5e.rules.IAlkoC9IZnU1PzrR]{Mounts and Vehicles}

\n

 › @Compendium[sw5e.rules.pOHY1F2F9Jf9S76B]{Trade Goods}

\n

 › @Compendium[sw5e.rules.SlXnxASl7xZ7EjSx]{Expenses}

\n

@Compendium[sw5e.rules.XoqL0uB0p6oDroEY]{06. Customization Options}

\n

 › @Compendium[sw5e.rules.EUz4asMc70JCswio]{Multiclassing}

\n

 › @Compendium[sw5e.rules.F8iHVJAIMCTLClx3]{Feats}

\n

@Compendium[sw5e.rules.qLXNi9sr82rz60ji]{07. Using Ability Scores}

\n

 › @Compendium[sw5e.rules.nFdBKy0SAgsIhi7T]{Ability Scores and Modifiers}

\n

 › @Compendium[sw5e.rules.Au49u5X1n0R8Ali4]{Advantage and Disadvantage}

\n

 › @Compendium[sw5e.rules.PaKUefllxSnLDjaI]{Proficiency Bonus}

\n

 › @Compendium[sw5e.rules.kMQcMfFY7VGMkKrP]{Ability Checks}

\n

 › @Compendium[sw5e.rules.tK5FwAIu92di2zLZ]{Using Each Ability}

\n

 › @Compendium[sw5e.rules.ekSNjjsCSyl2kxEi]{Saving Throws}

\n

@Compendium[sw5e.rules.7UfmD35eMS39i26Y]{08. Adventuring}

\n

 › @Compendium[sw5e.rules.gRcWZ56MBxjX2mbO]{Time}

\n

 › @Compendium[sw5e.rules.87bCRbO4gFLQJXX4]{Movement}

\n

 › @Compendium[sw5e.rules.mKsmKfuLvJ3GjPzN]{The Environment}

\n

 › @Compendium[sw5e.rules.ei4esVo9XkUXRccq]{Resting}

\n

 › @Compendium[sw5e.rules.gPaI6ycBI7MRz2IJ]{Between Adventures}

\n

@Compendium[sw5e.rules.3V8ywGHQEpbZpsIL]{09. Combat}

\n

 › @Compendium[sw5e.rules.gJwZ7NM3G52dqlz2]{The Order of Combat}

\n

 › @Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Movement and Position}

\n

 › @Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat}

\n

 › @Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Making an Attack}

\n

 › @Compendium[sw5e.rules.yL4L6QQ7xhMbgWZx]{Cover}

\n

 › @Compendium[sw5e.rules.HORLogaZ0ysOpi3J]{Damage and Healing}

\n

 › @Compendium[sw5e.rules.BffmI2fRdtO9sgni]{Mounted Combat}

\n

 › @Compendium[sw5e.rules.xclLVni6OuNUrewU]{Underwater Combat}

\n

@Compendium[sw5e.rules.jn0Tg6J55h4I9zXs]{10. Powercasting}

\n

 › @Compendium[sw5e.rules.ixN1vVJkzhiaebQK]{What Is a Power?}

\n

 › @Compendium[sw5e.rules.JH4AH5qkr4FNCXnQ]{Casting a Power}

\n

 › @Compendium[sw5e.rules.i17iE69KohQMPd5X]{Power Descriptions}

\n

 Class Power Lists

\n

 › @Compendium[sw5e.rules.IryZdZqi3R8JdTi1]{Bard Powers}

\n

 › @Compendium[sw5e.rules.pp8EcJKHl05DxFPO]{Cleric Powers}

\n

 › @Compendium[sw5e.rules.qsjZVCAWStczYC6g]{Druid Powers}

\n

 › @Compendium[sw5e.rules.9Gh9e6C8f1b8hMDo]{Paladin Powers}

\n

 › @Compendium[sw5e.rules.MPeAbrndRwp12KBS]{Ranger Powers}

\n

 › @Compendium[sw5e.rules.HYaZMaOl1m71xCuZ]{Sorcerer Powers}

\n

 › @Compendium[sw5e.rules.FP5bLScw7BLxhpBc]{Warlock Powers}

\n

 › @Compendium[sw5e.rules.EbRDzqsXhoaJ1wOe]{Wizard Powers}

\n

@Compendium[sw5e.rules.XCsWCaIAGKSp4l1L]{11. DM Tools}

\n

 › @Compendium[sw5e.rules.I70MQGSOHJicYgLC]{Traps}

\n

 › @Compendium[sw5e.rules.Zqh1063GdJVTvoGd]{Diseases}

\n

 › @Compendium[sw5e.rules.5k4FvK4usg7JXoZo]{Madness}

\n

 › @Compendium[sw5e.rules.TJvGym7bf4quBEXg]{Objects}

\n

 › @Compendium[sw5e.rules.6HGktrdtUUPc4Ujj]{Poisons}

\n

 › @Compendium[sw5e.rules.szHg2dwyoTwXEVnx]{Magic Items}

\n

    @Compendium[sw5e.rules.047BvjZASKrbxwTo]{Magic Items A-Z}

\n

 › @Compendium[sw5e.rules.ZGpcG1YEtKIXPMvI]{Monsters}

\n

@Compendium[sw5e.rules.4evhv10gHF3SwYFu]{Appendices}

\n

 › @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{Appendix PH-A: Conditions}

\n

 › @Compendium[sw5e.rules.2JNtWRo7wMq08bXn]{Appendix PH-B: Fantasy-Historical Pantheons}

\n

 › @Compendium[sw5e.rules.YnBURsGSxWYiMVxw]{Appendix PH-C: The Planes of Existence}

\n

 › @Compendium[sw5e.rules.rjStJTCJtoSqua8Z]{Appendix MM-A: Miscellaneous Creatures}

\n

 › @Compendium[sw5e.rules.wHI1i7HR2l0T3qVV]{Appendix MM-B: Nonplayer Characters}

\n

Disclaimer

\n
\n

This work was adapted from the System Reference Document under the OGL (license available in the User Data/systems/sw5e folder).

\n

Some additional information , like character creation, is available in the Basic Rules which \"Wizards\" makes available for free.

\n
","img":"icons/sundries/books/book-tooled-silver-blue.webp"} +{"_id":"2JNtWRo7wMq08bXn","name":"Appendix PH-B: Fantasy-Historical Pantheons","permission":{"default":0},"folder":"","flags":{},"content":"

The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world’s ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.

\n

The Celtic Pantheon

\n

It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.

\n

The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.

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Celtic Deities

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DeityAlignmentSuggested DomainsSymbol
The Daghdha, god of weather and cropsCGNature, TrickeryBubbling cauldron or shield
Arawn, god of life and deathNELife, DeathBlack star on gray background
Belenus, god of sun, light, and warmthNGLightSolar disk and standing stones
Brigantia, goddess of rivers and livestockNGLifeFootbridge
Diancecht, god of medicine and healingLGLifeCrossed oak and mistletoe branches
Dunatis, god of mountains and peaksNNatureRed sun-capped mountain peak
Goibhniu, god of smiths and healingNGKnowledge, LifeGiant mallet over sword
Lugh, god of arts, travel, and commerceCNKnowledge, LifePair of long hands
Manannan mac Lir, god of oceans and sea creaturesLNNature, TempestWave of white water on green
Math Mathonwy, god of magicNEKnowledgeStaff
Morrigan, goddess of battleCEWarTwo crossed spears
Nuada, god of war and warriorsNWarSilver hand on black background
Oghma, god of speech and writingNGKnowledgeUnfurled scroll
Silvanus, god of nature and forestsNNatureSummer oak tree
\n

The Greek Pantheon

\n

The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they’ve made a place for themselves inside the human heart, too.

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\n

Greek Deities

\n
DeityAlignmentSuggested DomainsSymbol
Zeus, god of the sky, ruler of the godsNTempestFist full of lightning bolts
Aphrodite, goddess of love and beautyCGLightSea shell
Apollo, god of light, music, and healingCGKnowledge, Life, LightLyre
Ares, god of war and strifeCEWarSpear
Artemis, goddess of hunting and childbirthNGLife, NatureBow and arrow on lunar disk
Athena, goddess of wisdomand civilizationLGKnowledge, WarOwl
Demeter, goddess of agricultureNGLifeMareʼs head
Dionysus, god of mirth and wineCNLifeThyrsus (staff tipped with pine cone)
Hades, god of the underworldLEDeathBlack ram
Hecate, goddess of magic and the moonCEKnowledge, TrickerySetting moon
Hephaestus, god of smithing and craftNGKnowledgeHammer and anvil
Hera, goddess of marriage and intrigueCNTrickeryFan of peacock feathers
Hercules, god of strength and adventureCGTempest, WarLionʼs head
Hermes, god of travel and commerceCGTrickeryCaduceus (winged staff and serpents)
Hestia, goddess of home and familyNGLifeHearth
Nike, goddess of victoryLNWarWinged woman
Pan, god of natureCNNatureSyrinx (pan pipes)
Poseidon, god of the sea and earthquakesCNTempestTrident
Tyche, goddess of good fortuneNTrickeryRed pentagram
\n

The Egyptian Pantheon

\n

These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.

\n

The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.

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Egyptian Deities

\n
DeityAlignmentSuggested DomainsSymbol
Re-Horakhty, god of the sun, ruler of the godsLGLife, LightSolar disk encircled by serpent
Anubis, god of judgment and deathLNDeathBlack jackal
Apep, god of evil, fire, and serpentsNETrickeryFlaming snake
Bast, goddess of cats and vengeanceCGWarCat
Bes, god of luck and musicCNTrickeryImage of the misshapen deity
Hathor, goddess of love, music, and motherhoodNGLife, LightHorned cowʼs head with lunar disk
Imhotep, god of crafts and medicineNGKnowledgeStep pyramid
Isis, goddess of fertility and magicNGKnowledge, LifeAnkh and star
Nephthys, goddess of death and griefCGDeathHorns around a lunar disk
Osiris, god of nature and the underworldLGLife, NatureCrook and flail
Ptah, god of crafts, knowledge, and secretsLNKnowledgeBull
Set, god of darkness and desert stormsCEDeath, Tempest, TrickeryCoiled cobra
Sobek, god of water and crocodilesLENature, TempestCrocodile head with horns and plumes
Thoth, god of knowledge and wisdomNKnowledgeIbis
\n

The Norse Pantheon

\n

Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.

\n

The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).

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Norse Deities

\n
DeityAlignmentSuggested DomainsSymbol
Odin, god of knowledge and warNGKnowledge, WarWatching blue eye
Aegir, god of the sea and stormsNETempestRough ocean waves
Balder, god of beauty and poetryNGLife, LightGem-encrusted silver chalice
Forseti, god of justice and lawNLightHead of a bearded man
Frey, god of fertility and the sunNGLife, LightIce-blue greatsword
Freya, goddess of fertility and loveNGLifeFalcon
Frigga, goddess of birth and fertilityNLife, LightCat
Heimdall, god of watchfulness and loyaltyLGLight, WarCurling musical horn
Hel, goddess of the underworldNEDeathWomanʼs face, rotting on one side
Hermod, god of luckCNTrickeryWinged scroll
Loki, god of thieves and trickeryCETrickeryFlame
Njord, god of sea and windNGNature, TempestGold coin
Odur, god of light and the sunCGLightSolar disk
Sif, goddess of warCGWarUpraised sword
Skadi, god of earth and mountainsNNatureMountain peak
Surtur, god of fire giants and warLEWarFlaming sword
Thor, god of storms and thunderCGTempest, WarHammer
Thrym, god of frost giants and coldCEWarWhite double-bladed axe
Tyr, god of courage and strategyLNKnowledge, WarSword
Uller, god of hunting and winterCNNatureLongbow
"} {"_id":"3V8ywGHQEpbZpsIL","name":"09. Combat","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.9XkEWpfG5rprxfUz"}},"content":"

@Compendium[sw5e.rules.gJwZ7NM3G52dqlz2]{The Order of Combat}

\n

 › Surprise

\n

 › Initiative

\n

 › Your Turn

\n

 › Reactions

\n

@Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Movement and Position}

\n

 › Breaking Up Your Move

\n

 › Difficult Terrain

\n

 › Being Prone

\n

 › Moving Around Other Creatures

\n

 › Flying Movement

\n

 › Creature Size

\n

@Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat}

\n

 › Attack

\n

 › Cast a Power

\n

 › Dash

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 › Disengage

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 › Dodge

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 › Help

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 › Hide

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 › Ready

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 › Search

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 › Use an Object

\n

@Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Making an Attack}

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 › Attack Rolls

\n

 › Unseen Attackers and Targets

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 › Ranged Attacks

\n

 › Melee Attacks

\n

@Compendium[sw5e.rules.yL4L6QQ7xhMbgWZx]{Cover}

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@Compendium[sw5e.rules.HORLogaZ0ysOpi3J]{Damage and Healing}

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 › Hit Points

\n

 › Damage Rolls

\n

 › Damage Resistance and Vulnerability

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 › Healing

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 › Dropping to 0 Hit Points

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 › Knocking a Creature Out

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 › Temporary Hit Points

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@Compendium[sw5e.rules.BffmI2fRdtO9sgni]{Mounted Combat}

\n

 › Mounting and Dismounting

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 › Controlling a Mount

\n

@Compendium[sw5e.rules.xclLVni6OuNUrewU]{Underwater Combat}

","img":"icons/sundries/documents/blueprint-axe.webp"} {"_id":"4evhv10gHF3SwYFu","name":"A. Appendices","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.njFPqMUbaO5PCK3g"}},"content":"

@Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{Appendix PH-A: Conditions}

\n

@Compendium[sw5e.rules.2JNtWRo7wMq08bXn]{Appendix PH-B: Fantasy-Historical Pantheons}

\n

@Compendium[sw5e.rules.YnBURsGSxWYiMVxw]{Appendix PH-C: The Planes of Existence}

\n

@Compendium[sw5e.rules.rjStJTCJtoSqua8Z]{Appendix MM-A: Miscellaneous Creatures}

\n

@Compendium[sw5e.rules.wHI1i7HR2l0T3qVV]{Appendix MM-B: Nonplayer Characters}

","img":"icons/sundries/documents/document-official-capital.webp"} -{"_id":"5k4FvK4usg7JXoZo","name":"Madness","permission":{"default":0},"folder":"","flags":{},"content":"

In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.

\n

Going Mad

\n

Various magical effects can inflict madness on an otherwise stable mind. Certain powers, such as @Compendium[sw5e.powers.dSTu1MaPhBqPITwM]{Contact Other Plane} and @Compendium[sw5e.powers.B2kbmgbA2WQR00kx]{Symbol}, can cause insanity, and you can use the madness rules here instead of the power effects of those powers. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.

\n

Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.

\n

Madness Effects

\n

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

\n

A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.

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A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.

\n

A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

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Short-Term Madness

\n
d100Effect (lasts 1d10 minutes)
01–20The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21–30The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31–40The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41–50The character begins babbling and is incapable of normal speech or powercasting.
51–60The character must use his or her action each round to attack the nearest creature.
61–70The character experiences vivid hallucinations and has disadvantage on ability checks.
71–75The character does whatever anyone tells him or her to do that isn’t obviously selfdestructive.
76–80The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90The character is stunned.
91–100The character falls unconscious.
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Long-Term Madness

\n
d100Effect (lasts 1d10 × 10 hours)
01–10The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20The character experiences vivid hallucinations and has disadvantage on ability checks.
21–30The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31–40The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy power.
41–45The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
46–55The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56–65The character is blinded (25%) or deafened (75%).
66–75The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76–85The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect.
86–90Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion power. The confusion effect lasts for 1 minute.
91–95The character loses the ability to speak.
96–100The character falls unconscious. No amount of jostling or damage can wake the character.
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Indefinite Madness

\n
d100Flaw (lasts until cured)
01–15“Being drunk keeps me sane.”
16–25“I keep whatever I find.”
26–30“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50“I find it hard to care about anything that goes on around me.”
51–55“I don’t like the way people judge me all the time.”
56–70“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85“There’s only one person I can trust. And only I can see this special friend.”
86–95“I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100“I’ve discovered that I really like killing people.”
\n

Curing Madness

\n

A @Compendium[sw5e.powers.3MYDjS6k9IYL0aTj]{Calm Emotions}power can suppress the effects of madness, while a @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} power can rid a character of a short-term or long-term madness. Depending on the source of the madness, @Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse} or @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic} might also prove effective. A @Compendium[sw5e.powers.WzvJ7G3cqvIubsLk]{Greater Restoration} power or more powerful magic is required to rid a character of indefinite madness.

"} -{"_id":"6HGktrdtUUPc4Ujj","name":"Poisons","permission":{"default":0},"folder":"","flags":{},"content":"

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

\n

Poisons come in the following four types.

\n

Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

\n

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

\n

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

\n

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

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\n

Poisons

\n
ItemTypePrice per Dose
Assassin’s bloodIngested150 gp
Burnt othur fumesInhaled500 gp
Crawler mucusContact200 gp
Drow poisonInjury200 gp
Essence of etherInhaled300 gp
MaliceInhaled250 gp
Midnight tearsIngested1,500 gp
Oil of taggitContact400 gp
Pale tinctureIngested250 gp
Purple worm poisonInjury2,000 gp
Serpent venomInjury200 gp
TorporIngested600 gp
Truth serumIngested150 gp
Wyvern poisonInjury1,200 gp
\n

Sample Poisons

\n

Each type of poison has its own debilitating effects.

\n

Assassin’s Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.

\n

Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

\n

Crawler Mucus (Contact). This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Drow Poison (Injury). This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

\n

Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

\n

Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

\n

Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

\n

Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

\n

Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

\n

Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

\n

Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n

Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

\n

Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth power.

\n

Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

"} +{"_id":"5k4FvK4usg7JXoZo","name":"Madness","permission":{"default":0},"folder":"","flags":{},"content":"

In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.

\n

Going Mad

\n

Various magical effects can inflict madness on an otherwise stable mind. Certain powers, such as @Compendium[sw5e.powers.dSTu1MaPhBqPITwM]{Contact Other Plane} and @Compendium[sw5e.powers.B2kbmgbA2WQR00kx]{Symbol}, can cause insanity, and you can use the madness rules here instead of the power effects of those powers. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.

\n

Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.

\n

Madness Effects

\n

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

\n

A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.

\n

A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.

\n

A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Short-Term Madness

\n
d100Effect (lasts 1d10 minutes)
01–20The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21–30The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31–40The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41–50The character begins babbling and is incapable of normal speech or powercasting.
51–60The character must use his or her action each round to attack the nearest creature.
61–70The character experiences vivid hallucinations and has disadvantage on ability checks.
71–75The character does whatever anyone tells him or her to do that isn’t obviously selfdestructive.
76–80The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90The character is stunned.
91–100The character falls unconscious.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Long-Term Madness

\n
d100Effect (lasts 1d10 × 10 hours)
01–10The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20The character experiences vivid hallucinations and has disadvantage on ability checks.
21–30The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31–40The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy power.
41–45The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
46–55The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56–65The character is blinded (25%) or deafened (75%).
66–75The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76–85The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect.
86–90Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion power. The confusion effect lasts for 1 minute.
91–95The character loses the ability to speak.
96–100The character falls unconscious. No amount of jostling or damage can wake the character.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Indefinite Madness

\n
d100Flaw (lasts until cured)
01–15“Being drunk keeps me sane.”
16–25“I keep whatever I find.”
26–30“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50“I find it hard to care about anything that goes on around me.”
51–55“I don’t like the way people judge me all the time.”
56–70“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85“There’s only one person I can trust. And only I can see this special friend.”
86–95“I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100“I’ve discovered that I really like killing people.”
\n

Curing Madness

\n

A @Compendium[sw5e.powers.3MYDjS6k9IYL0aTj]{Calm Emotions}power can suppress the effects of madness, while a @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} power can rid a character of a short-term or long-term madness. Depending on the source of the madness, @Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse} or @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic} might also prove effective. A @Compendium[sw5e.powers.WzvJ7G3cqvIubsLk]{Greater Restoration} power or more powerful magic is required to rid a character of indefinite madness.

"} +{"_id":"6HGktrdtUUPc4Ujj","name":"Poisons","permission":{"default":0},"folder":"","flags":{},"content":"

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

\n

Poisons come in the following four types.

\n

Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

\n

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

\n

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

\n

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Poisons

\n
ItemTypePrice per Dose
Assassin’s bloodIngested150 gp
Burnt othur fumesInhaled500 gp
Crawler mucusContact200 gp
Drow poisonInjury200 gp
Essence of etherInhaled300 gp
MaliceInhaled250 gp
Midnight tearsIngested1,500 gp
Oil of taggitContact400 gp
Pale tinctureIngested250 gp
Purple worm poisonInjury2,000 gp
Serpent venomInjury200 gp
TorporIngested600 gp
Truth serumIngested150 gp
Wyvern poisonInjury1,200 gp
\n

Sample Poisons

\n

Each type of poison has its own debilitating effects.

\n

Assassin’s Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.

\n

Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

\n

Crawler Mucus (Contact). This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Drow Poison (Injury). This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

\n

Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

\n

Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

\n

Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

\n

Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

\n

Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

\n

Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

\n

Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n

Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

\n

Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth power.

\n

Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

"} {"_id":"7UfmD35eMS39i26Y","name":"08. Adventuring","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.Y1F84K1aTsgJYF3P"}},"content":"

@Compendium[sw5e.rules.gRcWZ56MBxjX2mbO]{Time}

\n

@Compendium[sw5e.rules.87bCRbO4gFLQJXX4]{Movement}

\n

 › Speed

\n

 › Special Types of Movement

\n

@Compendium[sw5e.rules.mKsmKfuLvJ3GjPzN]{The Environment}

\n

 › Falling

\n

 › Suffocating

\n

 › Vision and Light

\n

 › Food and Water

\n

 › Interacting with Objects

\n

@Compendium[sw5e.rules.ei4esVo9XkUXRccq]{Resting}

\n

 › Short Rest

\n

 › Long Rest

\n

@Compendium[sw5e.rules.gPaI6ycBI7MRz2IJ]{Between Adventures}

\n

 › Lifestyle Expenses

\n

 › Downtime Activities

","img":"icons/environment/settlement/wizard-castle.webp"} -{"_id":"87bCRbO4gFLQJXX4","name":"Movement","permission":{"default":0},"folder":"","flags":{},"content":"

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.

\n

The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

\n

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

\n

Speed

\n

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a lifethreatening situation.

\n

The following rules determine how far a character or monster can move in a minute, an hour, or a day.

\n

Travel Pace

\n

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.

\n

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.

\n

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of @Compendium[sw5e.rules.apBZudO4UA1wj7aC]{Exhaustion}.

\n

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

\n

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

\n

Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a @Compendium[sw5e.items.TjWk2mpNXjDdfIDM]{Carpet of Flying}, allow you to travel more swiftly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Travel Pace

\n
PaceDistance Traveled per . . .
MinuteHourDayEffect
Fast400 feet4 miles30 miles- 5 penalty to passive Wisdom (Perception) scores
Normal300 feet3 miles24 miles
Slow200 feet2 miles18 milesAble to use stealth
\n

Difficult Terrain

\n

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.

\n

You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

\n

Special Types of Movement

\n

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

\n

Climbing, Swimming, and Crawling

\n

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

\n

Jumping

\n

Your Strength determines how far you can jump.

\n

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

\n

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

\n

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

\n

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

\n

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

"} +{"_id":"87bCRbO4gFLQJXX4","name":"Movement","permission":{"default":0},"folder":"","flags":{},"content":"

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.

\n

The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

\n

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

\n

Speed

\n

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a lifethreatening situation.

\n

The following rules determine how far a character or monster can move in a minute, an hour, or a day.

\n

Travel Pace

\n

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.

\n

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.

\n

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of @Compendium[sw5e.rules.apBZudO4UA1wj7aC]{Exhaustion}.

\n

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

\n

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

\n

Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a @Compendium[sw5e.items.TjWk2mpNXjDdfIDM]{Carpet of Flying}, allow you to travel more swiftly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Travel Pace

\n
PaceDistance Traveled per . . .
MinuteHourDayEffect
Fast400 feet4 miles30 miles- 5 penalty to passive Wisdom (Perception) scores
Normal300 feet3 miles24 miles
Slow200 feet2 miles18 milesAble to use stealth
\n

Difficult Terrain

\n

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.

\n

You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

\n

Special Types of Movement

\n

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

\n

Climbing, Swimming, and Crawling

\n

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

\n

Jumping

\n

Your Strength determines how far you can jump.

\n

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

\n

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

\n

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

\n

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

\n

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

"} {"_id":"995mfaI3z7WtY7vK","name":"Blinded","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A blinded creature can’t see and automatically fails any ability check that requires sight
  • \n
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • \n
"} {"_id":"9Gh9e6C8f1b8hMDo","name":"Paladin Powers","permission":{"default":0},"flags":{},"content":"

1st Level

\n

@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}

\n

@Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command}

\n

@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}

\n

@Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}

\n

@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}

\n

@Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}

\n

@Compendium[sw5e.powers.8MICCMeOXT3aJUy9]{Divine Favor}

\n

@Compendium[sw5e.powers.ge3Saet9zPTDyaoL]{Heroism}

\n

@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}

\n

@Compendium[sw5e.powers.Kn7K5PtYUJAKZTTp]{Purify Food and Drink}

\n

@Compendium[sw5e.powers.jZ6JNykRtdQ90MOo]{Shield of Faith}

\n

2nd Level

\n

@Compendium[sw5e.powers.Opwh2PdX4runSBlm]{Aid}

\n

@Compendium[sw5e.powers.7UwUjJ6owIQkEPrs]{Branding Smite}

\n

@Compendium[sw5e.powers.5eh2HFbS13078Y3H]{Find Steed}

\n

@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}

\n

@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}

\n

@Compendium[sw5e.powers.Sgjrf8qqv97CCWM4]{Magic Weapon}

\n

@Compendium[sw5e.powers.MAxM77CDUu8dgIRQ]{Protection from Poison}

\n

@Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}

\n

3rd Level

\n

@Compendium[sw5e.powers.BV0mpbHh29IbbIj5]{Create Food and Water}

\n

@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}

\n

@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}

\n

@Compendium[sw5e.powers.y8A4HfTwd93ypdEz]{Magic Circle}

\n

@Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse}

\n

@Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify}

\n

4th Level

\n

@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}

\n

@Compendium[sw5e.powers.VtCXMdyM6mAdIJZb]{Death Ward}

\n

@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}

\n

5th Level

\n

@Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}

\n

@Compendium[sw5e.powers.JQyigMNPiDnGI18b]{Geas}

\n

@Compendium[sw5e.powers.AGFMPAmuzwWO6Dfz]{Raise Dead}

"} {"_id":"Au49u5X1n0R8Ali4","name":"Advantage and Disadvantage","permission":{"default":0},"folder":"","flags":{},"content":"

Sometimes a special ability or power tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

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If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

\n

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

\n

When you have advantage or disadvantage and something in the game, such as the halfling’s @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.

\n

You usually gain advantage or disadvantage through the use of special abilities, actions, or powers. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

"} -{"_id":"BJaVW22yVYe7dtzq","name":"Paralyzed","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A paralyzed creature is @Compendium[sw5e.rules.Incapacitated] and can’t move or speak. 
  • \n
  • The creature automatically fails Strength and Dexterity saving throws.
  • \n
  • Attack rolls against the creature have advantage.
  • \n
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
  • \n
"} +{"_id":"BJaVW22yVYe7dtzq","name":"Paralyzed","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A paralyzed creature is @Compendium[sw5e.rules.Incapacitated] and can’t move or speak.
  • \n
  • The creature automatically fails Strength and Dexterity saving throws.
  • \n
  • Attack rolls against the creature have advantage.
  • \n
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
  • \n
"} {"_id":"BffmI2fRdtO9sgni","name":"Mounted Combat","permission":{"default":0},"folder":"","flags":{},"content":"

A knight charging into battle on a warhorse, a wizard casting powers from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.

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A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

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Mounting and Dismounting

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Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.

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If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.

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If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

\n

Controlling a Mount

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While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

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You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

\n

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

\n

In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

"} -{"_id":"EUz4asMc70JCswio","name":"Multiclassing","permission":{"default":0},"folder":"","flags":{},"content":"

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

\n

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.

\n

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.

\n

Prerequisites

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To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higherthan-average ability scores.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Multiclassing Prerequisites

\n
ClassAbility Score Minimum
BarbarianStrength 13
BardCharisma 13
ClericWisdom 13
DruidWisdom 13
FighterStrength 13 or Dexterity 13
MonkDexterity 13 and Wisdom 13
PaladinStrength 13 and Charisma 13
RangerDexterity 13 and Wisdom 13
RogueDexterity 13
SorcererCharisma 13
WarlockCharisma 13
WizardIntelligence 13
\n

Experience Points

\n

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

\n

Hit Points and Hit Dice

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You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

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You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

\n

Proficiency Bonus

\n

Your proficiency bonus is always based on your total character level, as shown in the @Compendium[sw5e.rules.K4gCElq0T90cEqyM]{Character Advancement} table, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.

\n

Proficiencies

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When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

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Multiclassing Proficiencies

\n
ClassProficiencies Gained
BarbarianShields, simple weapons, martial weapons
BardLight armor, one skill of your choice, one musical instrument of your choice
ClericLight armor, medium armor, shields
DruidLight armor, medium armor, shields (druids will not wear armor or use shields made of metal)
FighterLight armor, medium armor, shields, simple weapons, martial weapons
MonkSimple weapons, shortswords
PaladinLight armor, medium armor, shields, simple weapons, martial weapons
RangerLight armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list
RogueLight armor, one skill from the class’s skill list, thieves’ tools
Sorcerer
WarlockLight armor, simple weapons
Wizard
\n

Class Features

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When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Powercasting.

\n

Channel Divinity

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If you already have the Channel Divinity (@Compendium[sw5e.classfeatures.YpiLQEKGalROn7iJ]{Cleric} @Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Paladin})feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

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Extra Attack

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If you gain the @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack} class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of @Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack} does). Similarly, the warlock’s eldritch invocation @Compendium[sw5e.classfeatures.pJADgAxxefgcATWr]{Thirsting Blade} doesn’t give you additional attacks if you also have Extra Attack.

\n

Unarmored Defense

\n

If you already have the Unarmored Defense (@Compendium[sw5e.classfeatures.SZbsNbaxFFGwBpNK]{Barbarian} @Compendium[sw5e.classfeatures.UAvV7N7T4zJhxdfI]{Monk}) feature, you can’t gain it again from another class. 

\n

Powercasting

\n

Your capacity for powercasting depends partly on your combined levels in all your powercasting classes and partly on your individual levels in those classes. Once you have the Powercasting feature from more than one class, use the rules below. If you multiclass but have the Powercasting feature from only one class, you follow the rules as described in that class.

\n

Powers Known and Prepared. You determine what powers you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger powers based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your powerbook contains ten wizard powers, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level powers. If your Intelligence is 16, you can prepare six wizard powers from your powerbook.

\n

Each power you know and prepare is associated with one of your classes, and you use the powercasting ability of that class when you cast the power. Similarly, a powercasting focus, such as a holy symbol, can be used only for the powers from the class associated with that focus.

\n

Power Slots. You determine your available power slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your power slots by consulting the Multiclass Powercaster table.

\n

If you have more than one powercasting class, this table might give you power slots of a level that is higher than the powers you know or can prepare. You can use those slots, but only to cast your lower-level powers. If a lower-level power that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any powers of that higher level.

\n

For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your power slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level powers, nor do you know any 2nd-level ranger powers. You can use the power slots of those levels to cast the powers you do know—and potentially enhance their effects.

\n

Pact Magic. If you have both the Powercasting class feature and the Pact Magic class feature from the warlock class, you can use the power slots you gain from the Pact Magic feature to cast powers you know or have prepared from classes with the Powercasting class feature, and you can use the power slots you gain from the Powercasting class feature to cast warlock powers you know.

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\n

Multiclass Powercaster: Power Slots per Power Level

\n
Lvl.1st2nd3rd4th5th6th7th8th9th
1st2
2nd3
3rd42
4th43
5th432
6th433
7th4331
8th4332
9th43331
10th43332
11th433321
12th433321
13th4333211
14th4333211
15th43332111
16th43332111
17th433321111
18th433331111
19th433332111
20th433332211
"} +{"_id":"EUz4asMc70JCswio","name":"Multiclassing","permission":{"default":0},"folder":"","flags":{},"content":"

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

\n

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.

\n

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.

\n

Prerequisites

\n

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higherthan-average ability scores.

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\n

Multiclassing Prerequisites

\n
ClassAbility Score Minimum
BarbarianStrength 13
BardCharisma 13
ClericWisdom 13
DruidWisdom 13
FighterStrength 13 or Dexterity 13
MonkDexterity 13 and Wisdom 13
PaladinStrength 13 and Charisma 13
RangerDexterity 13 and Wisdom 13
RogueDexterity 13
SorcererCharisma 13
WarlockCharisma 13
WizardIntelligence 13
\n

Experience Points

\n

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

\n

Hit Points and Hit Dice

\n

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

\n

You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

\n

Proficiency Bonus

\n

Your proficiency bonus is always based on your total character level, as shown in the @Compendium[sw5e.rules.K4gCElq0T90cEqyM]{Character Advancement} table, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.

\n

Proficiencies

\n

When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

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\n

Multiclassing Proficiencies

\n
ClassProficiencies Gained
BarbarianShields, simple weapons, martial weapons
BardLight armor, one skill of your choice, one musical instrument of your choice
ClericLight armor, medium armor, shields
DruidLight armor, medium armor, shields (druids will not wear armor or use shields made of metal)
FighterLight armor, medium armor, shields, simple weapons, martial weapons
MonkSimple weapons, shortswords
PaladinLight armor, medium armor, shields, simple weapons, martial weapons
RangerLight armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list
RogueLight armor, one skill from the class’s skill list, thieves’ tools
Sorcerer
WarlockLight armor, simple weapons
Wizard
\n

Class Features

\n

When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Powercasting.

\n

Channel Divinity

\n

If you already have the Channel Divinity (@Compendium[sw5e.classfeatures.YpiLQEKGalROn7iJ]{Cleric} @Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Paladin})feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

\n

Extra Attack

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If you gain the @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack} class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of @Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack} does). Similarly, the warlock’s eldritch invocation @Compendium[sw5e.classfeatures.pJADgAxxefgcATWr]{Thirsting Blade} doesn’t give you additional attacks if you also have Extra Attack.

\n

Unarmored Defense

\n

If you already have the Unarmored Defense (@Compendium[sw5e.classfeatures.SZbsNbaxFFGwBpNK]{Barbarian} @Compendium[sw5e.classfeatures.UAvV7N7T4zJhxdfI]{Monk}) feature, you can’t gain it again from another class.

\n

Powercasting

\n

Your capacity for powercasting depends partly on your combined levels in all your powercasting classes and partly on your individual levels in those classes. Once you have the Powercasting feature from more than one class, use the rules below. If you multiclass but have the Powercasting feature from only one class, you follow the rules as described in that class.

\n

Powers Known and Prepared. You determine what powers you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger powers based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your powerbook contains ten wizard powers, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level powers. If your Intelligence is 16, you can prepare six wizard powers from your powerbook.

\n

Each power you know and prepare is associated with one of your classes, and you use the powercasting ability of that class when you cast the power. Similarly, a powercasting focus, such as a holy symbol, can be used only for the powers from the class associated with that focus.

\n

Power Slots. You determine your available power slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your power slots by consulting the Multiclass Powercaster table.

\n

If you have more than one powercasting class, this table might give you power slots of a level that is higher than the powers you know or can prepare. You can use those slots, but only to cast your lower-level powers. If a lower-level power that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any powers of that higher level.

\n

For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your power slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level powers, nor do you know any 2nd-level ranger powers. You can use the power slots of those levels to cast the powers you do know—and potentially enhance their effects.

\n

Pact Magic. If you have both the Powercasting class feature and the Pact Magic class feature from the warlock class, you can use the power slots you gain from the Pact Magic feature to cast powers you know or have prepared from classes with the Powercasting class feature, and you can use the power slots you gain from the Powercasting class feature to cast warlock powers you know.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Multiclass Powercaster: Power Slots per Power Level

\n
Lvl.1st2nd3rd4th5th6th7th8th9th
1st2
2nd3
3rd42
4th43
5th432
6th433
7th4331
8th4332
9th43331
10th43332
11th433321
12th433321
13th4333211
14th4333211
15th43332111
16th43332111
17th433321111
18th433331111
19th433332111
20th433332211
"} {"_id":"EbRDzqsXhoaJ1wOe","name":"Wizard Powers","permission":{"default":0},"folder":"","flags":{},"content":"

Cantrips (0 Level)

\n

@Compendium[sw5e.powers.JLTQyqXEaJDrTXyW]{Acid Splash}

\n

@Compendium[sw5e.powers.vrN18tbTw7io5MWd]{Chill Touch}

\n

@Compendium[sw5e.powers.CAxSzHWizrafT033]{Dancing Lights}

\n

@Compendium[sw5e.powers.EOmsUcFQJTfG2oio]{Fire Bolt}

\n

@Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}

\n

@Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}

\n

@Compendium[sw5e.powers.kjmjY0zlE6IEiQVL]{Mending}

\n

@Compendium[sw5e.powers.icZokbgV1jIMpNCv]{Message}

\n

@Compendium[sw5e.powers.oIzA2MEHwxhtQneU]{Minor Illusion}

\n

@Compendium[sw5e.powers.g2u9PYfqWQAyg9OI]{Poison Spray}

\n

@Compendium[sw5e.powers.udsLtG0BugXHR2JQ]{Prestidigitation}

\n

@Compendium[sw5e.powers.ctW81uiX56xZR2c5]{Ray of Frost}

\n

@Compendium[sw5e.powers.XvbiNhNqXXIFisIy]{Shocking Grasp}

\n

@Compendium[sw5e.powers.mGGlcLdggHwcL7MG]{True Strike}

\n

1st Level

\n

@Compendium[sw5e.powers.7p9IuWrSWFgfyQo2]{Alarm}

\n

@Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands}

\n

@Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person}

\n

@Compendium[sw5e.powers.LWTUqKkUQdMAmOe0]{Color Spray}

\n

@Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages}

\n

@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}

\n

@Compendium[sw5e.powers.A3q2gTNqG6fvNGrv]{Disguise Self}

\n

@Compendium[sw5e.powers.zPGohqJRir6MyQ3U]{Expeditious Retreat}

\n

@Compendium[sw5e.powers.7e3QXF10hLNDEdr6]{False Life}

\n

@Compendium[sw5e.powers.pub0OWVEB71XQx1n]{Feather Fall}

\n

@Compendium[sw5e.powers.JGT5bNqu9REL7Fuz]{Find Familiar}

\n

@Compendium[sw5e.powers.bnjXlk13ZRJuf5d0]{Floating Disk}

\n

@Compendium[sw5e.powers.IBJmWjzbQGu7M4UX]{Fog Cloud}

\n

@Compendium[sw5e.powers.etgcR9wqmrhyZ0tx]{Grease}

\n

@Compendium[sw5e.powers.BQk5Row4NymMnUQl]{Hideous Laughter}

\n

@Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify}

\n

@Compendium[sw5e.powers.82jM6qD9axLJsTrH]{Illusory Script}

\n

@Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump}

\n

@Compendium[sw5e.powers.B0pnIcc52O6G8hi8]{Longstrider}

\n

@Compendium[sw5e.powers.CKZTpZlxj7hjjo2H]{Mage Armor}

\n

@Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}

\n

@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}

\n

@Compendium[sw5e.powers.z1mx84ONwkXKUZd7]{Shield}

\n

@Compendium[sw5e.powers.BrBZdCCrJRIVg7YX]{Silent Image}

\n

@Compendium[sw5e.powers.KhwiSi9fwVfUPtku]{Sleep}

\n

@Compendium[sw5e.powers.WTbOQBsarsL1LuXJ]{Thunderwave}

\n

@Compendium[sw5e.powers.ccduLIvutyNqvkgv]{Unseen Servant}

\n

2nd Level

\n

@Compendium[sw5e.powers.4H6YgYdKgnX6ZQ8M]{Acid Arrow}

\n

@Compendium[sw5e.powers.8RTDOt80u8aBv9qx]{Alter Self}

\n

@Compendium[sw5e.powers.8cse7rit0oswRPUP]{Arcane Lock}

\n

@Compendium[sw5e.powers.RvEqsD89Zvd5yex4]{Arcanist's Magic Aura}

\n

@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}

\n

@Compendium[sw5e.powers.UDUnlfPsOAbq2RSE]{Blur}

\n

@Compendium[sw5e.powers.MK6gpQMeDFo0cP9f]{Continual Flame}

\n

@Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}

\n

@Compendium[sw5e.powers.hJ6ZiA3fpoY8v9cp]{Darkvision}

\n

@Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts}

\n

@Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce}

\n

@Compendium[sw5e.powers.FjYE214HTERCRZNm]{Flaming Sphere}

\n

@Compendium[sw5e.powers.n4JDcFKe5ikzYmAc]{Gentle Repose}

\n

@Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind}

\n

@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}

\n

@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}

\n

@Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock}

\n

@Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate}

\n

@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}

\n

@Compendium[sw5e.powers.7v06rdmUakoTk1LQ]{Magic Mouth}

\n

@Compendium[sw5e.powers.Sgjrf8qqv97CCWM4]{Magic Weapon}

\n

@Compendium[sw5e.powers.X4c8xCkmF8U9HUMz]{Mirror Image}

\n

@Compendium[sw5e.powers.wqfAVANuQonNBgnL]{Misty Step}

\n

@Compendium[sw5e.powers.ODhLKBxLnvvLOnw1]{Ray of Enfeeblement}

\n

@Compendium[sw5e.powers.ap4dmtshjEbwU3Ts]{Rope Trick}

\n

@Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray}

\n

@Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility}

\n

@Compendium[sw5e.powers.wJKpSvSTbSkTjqyb]{Shatter}

\n

@Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}

\n

@Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion}

\n

@Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web}

\n

3rd Level

\n

@Compendium[sw5e.powers.oyE5nVppa5mde5gT]{Animate Dead}

\n

@Compendium[sw5e.powers.pO4zGe5LmFIYqJiL]{Bestow Curse}

\n

@Compendium[sw5e.powers.GSvLWcdCZLQkilXT]{Blink}

\n

@Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance}

\n

@Compendium[sw5e.powers.Ek45cBpVXvJdv1Qy]{Counterpower}

\n

@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}

\n

@Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear}

\n

@Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}

\n

@Compendium[sw5e.powers.yfbK8gZqESlaoY5t]{Fly}

\n

@Compendium[sw5e.powers.2IWiZAJtOGDoKjiz]{Gaseous Form}

\n

@Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding}

\n

@Compendium[sw5e.powers.Szvk5FEVQW3uhJi5]{Haste}

\n

@Compendium[sw5e.powers.6g3WLOZ2u0EbaLAd]{Hypnotic Pattern}

\n

@Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt}

\n

@Compendium[sw5e.powers.y8A4HfTwd93ypdEz]{Magic Circle}

\n

@Compendium[sw5e.powers.nslx2nT3p4lNkmdp]{Major Image}

\n

@Compendium[sw5e.powers.aU62xVUBYkAQWIHv]{Nondetection}

\n

@Compendium[sw5e.powers.wpx42mtoZ5BmXRs1]{Phantom Steed}

\n

@Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}

\n

@Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse}

\n

@Compendium[sw5e.powers.GtGjNjPBgUHxGYAD]{Sending}

\n

@Compendium[sw5e.powers.dhqBY4TvVjxVmOZd]{Sleet Storm}

\n

@Compendium[sw5e.powers.yqUDoxk4x0NWG5Bz]{Slow}

\n

@Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}

\n

@Compendium[sw5e.powers.NXWWWgHtWb7Nv21F]{Tiny Hut}

\n

@Compendium[sw5e.powers.gopnZvS0c2jD5FP8]{Tongues}

\n

@Compendium[sw5e.powers.UfHQhA54M4323gVO]{Vampiric Touch}

\n

@Compendium[sw5e.powers.13uVuBQP6VaiSPvC]{Water Breathing}

\n

4th Level

\n

@Compendium[sw5e.powers.ImlCJQwR1VL40Qem]{Arcane Eye}

\n

@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}

\n

@Compendium[sw5e.powers.DGONTFbk5eORs5qv]{Black Tentacles}

\n

@Compendium[sw5e.powers.pybg5MNc3lkerH4Y]{Blight}

\n

@Compendium[sw5e.powers.9hQXdMSmerkTsHDe]{Confusion}

\n

@Compendium[sw5e.powers.KgEw3sDr39C6g8nY]{Conjure Minor Elementals}

\n

@Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control Water}

\n

@Compendium[sw5e.powers.A4RsPuSvB9wFtz1j]{Dimension Door}

\n

@Compendium[sw5e.powers.7Fw7Bf1k3xxDVr5L]{Fabricate}

\n

@Compendium[sw5e.powers.SAj03P2WBDiWu7zu]{Faithful Hound}

\n

@Compendium[sw5e.powers.avD5XUtkBPQQR97c]{Fire Shield}

\n

@Compendium[sw5e.powers.tEpDmYZNGc9f5OhJ]{Greater Invisibility}

\n

@Compendium[sw5e.powers.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}

\n

@Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm}

\n

@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}

\n

@Compendium[sw5e.powers.BYNvBJzHcF5VJhXw]{Phantasmal Killer}

\n

@Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph}

\n

@Compendium[sw5e.powers.NJgxf7pmSsBArIG7]{Private Sanctum}

\n

@Compendium[sw5e.powers.1ADstb0Xec6HHRcU]{Resilient Sphere}

\n

@Compendium[sw5e.powers.8sgwRh8NUNkn9Vi0]{Secret Chest}

\n

@Compendium[sw5e.powers.QvGcdRUSNRKEQJlK]{Stone Shape}

\n

@Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin}

\n

@Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}

\n

5th Level

\n

@Compendium[sw5e.powers.ATo0Eb63TDtnu6iA]{Animate Objects}

\n

@Compendium[sw5e.powers.a2KJHCIbY5Mi4Dmn]{Arcane Hand}

\n

@Compendium[sw5e.powers.LkvI11Uue774QBKZ]{Cloudkill}

\n

@Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold}

\n

@Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental}

\n

@Compendium[sw5e.powers.dSTu1MaPhBqPITwM]{Contact Other Plane}

\n

@Compendium[sw5e.powers.lnaGnxMzpYnbw1uU]{Creation}

\n

@Compendium[sw5e.powers.91Sw6vOIaO7U8DvM]{Dominate Person}

\n

@Compendium[sw5e.powers.kSPRpeIx3w3nihrF]{Dream}

\n

@Compendium[sw5e.powers.JQyigMNPiDnGI18b]{Geas}

\n

@Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster}

\n

@Compendium[sw5e.powers.W4Qx5z0id6da0vqg]{Legend Lore}

\n

@Compendium[sw5e.powers.MBMaQLwoy05qzMJ3]{Mislead}

\n

@Compendium[sw5e.powers.r3243JU4AyQJyfX4]{Modify Memory}

\n

@Compendium[sw5e.powers.d9MwcXi7Il3HROXd]{Passwall}

\n

@Compendium[sw5e.powers.42O2aNBW7vK90gTL]{Planar Binding}

\n

@Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}

\n

@Compendium[sw5e.powers.mbFw57uyfLkyiw5k]{Seeming}

\n

@Compendium[sw5e.powers.HQfd7jJyULIoGxrZ]{Telekinesis}

\n

@Compendium[sw5e.powers.uAwtVZkiSTyP6ORB]{Telepathic Bond}

\n

@Compendium[sw5e.powers.8aWtP5hcrmcEesBW]{Teleportation Circle}

\n

@Compendium[sw5e.powers.o9ZCvuD2B1OTcubb]{Wall of Force}

\n

@Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone}

\n

6th Level

\n

@Compendium[sw5e.powers.QbTxN5dWIbYZ4jLU]{Chain Lightning}

\n

@Compendium[sw5e.powers.KeunEkg1JYbOCOhV]{Circle of Death}

\n

@Compendium[sw5e.powers.4smlOvpF5AQHcyg1]{Contingency}

\n

@Compendium[sw5e.powers.E4NXux0RHvME1XgP]{Create Undead}

\n

@Compendium[sw5e.powers.HBHbOGKNVVprSlwn]{Disintegrate}

\n

@Compendium[sw5e.powers.ZRqu3Xh9FmlBCZGy]{Eyebite}

\n

@Compendium[sw5e.powers.kozNy29b0X6exFhY]{Flesh to Stone}

\n

@Compendium[sw5e.powers.MImfWCzEPRMYD3Xp]{Freezing Sphere}

\n

@Compendium[sw5e.powers.WmQpxfjZwF3MGUby]{Globe of Invulnerability}

\n

@Compendium[sw5e.powers.yw0tYQkOMCgKZ8Ur]{Guards and Wards}

\n

@Compendium[sw5e.powers.SgrEKiC6dAtvy6Pz]{Instant Summons}

\n

@Compendium[sw5e.powers.TfRzwEgBHHkCc6Ql]{Irresistible Dance}

\n

@Compendium[sw5e.powers.ej6wyY4G1gOcb1U6]{Magic Jar}

\n

@Compendium[sw5e.powers.5OGFdJw35QXp6mh6]{Mass Suggestion}

\n

@Compendium[sw5e.powers.yI0XWIgI0IGGsR3R]{Move Earth}

\n

@Compendium[sw5e.powers.bA2sk9eMKBeY7EPD]{Programmed Illusion}

\n

@Compendium[sw5e.powers.2RC0EyvBLPH88PZF]{Sunbeam}

\n

@Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing}

\n

@Compendium[sw5e.powers.fzZnVKLmBMo2f5up]{Wall of Ice}

\n

7th Level

\n

@Compendium[sw5e.powers.LTDNWoFVJNLjiiNa]{Arcane Sword}

\n

@Compendium[sw5e.powers.AoTTjapz1FsGOIZz]{Delayed Blast Fireball}

\n

@Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness}

\n

@Compendium[sw5e.powers.HPvZm8YJO91k6Qdg]{Finger of Death}

\n

@Compendium[sw5e.powers.Y7uWUO4yqUN0JKl0]{Forcecage}

\n

@Compendium[sw5e.powers.pn4SnsFDvYDiE6rC]{Magnificent Mansion}

\n

@Compendium[sw5e.powers.f38w5rd9SgdmWc6F]{Mirage Arcane}

\n

@Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift}

\n

@Compendium[sw5e.powers.eGMhwmuleAM46C6L]{Prismatic Spray}

\n

@Compendium[sw5e.powers.ePhRKHXRE7l1sEoQ]{Project Image}

\n

@Compendium[sw5e.powers.ERCv7yuRkQ0YjGx6]{Reverse Gravity}

\n

@Compendium[sw5e.powers.wvLbtemkH8gyBpdc]{Sequester}

\n

@Compendium[sw5e.powers.jccbeBIfLrqEZnDP]{Simulacrum}

\n

@Compendium[sw5e.powers.B2kbmgbA2WQR00kx]{Symbol}

\n

@Compendium[sw5e.powers.L4J89JXqbKs6puEV]{Teleport}

\n

8th Level

\n

@Compendium[sw5e.powers.Eon0jzGzQRNluTPQ]{Antimagic Field}

\n

@Compendium[sw5e.powers.GJ2WYm3SQFR0winH]{Antipathy/Sympathy}

\n

@Compendium[sw5e.powers.h830iyqParFleNqR]{Clone}

\n

@Compendium[sw5e.powers.ZPd73HtKF3At11jh]{Control Weather}

\n

@Compendium[sw5e.powers.xNM9CzQQr2CieM4B]{Demiplane}

\n

@Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster}

\n

@Compendium[sw5e.powers.hYCrN82dMJFuJODB]{Feeblemind}

\n

@Compendium[sw5e.powers.pV04y1iXoWiom6bp]{Incendiary Cloud}

\n

@Compendium[sw5e.powers.clwv2PWOcT822hlr]{Maze}

\n

@Compendium[sw5e.powers.bllEWfm9xfEKynhv]{Mind Blank}

\n

@Compendium[sw5e.powers.35j2QIMmIk6aEdxj]{Power Word Stun}

\n

@Compendium[sw5e.powers.hzK7FQya0BDjSmLE]{Sunburst}

\n

9th Level

\n

@Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection}

\n

@Compendium[sw5e.powers.6HEEhLdJz32TL4Js]{Foresight}

\n

@Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate}

\n

@Compendium[sw5e.powers.ZVnL9L8v1KC9TBF4]{Imprisonment}

\n

@Compendium[sw5e.powers.mF52ldF79Cr7wfQo]{Meteor Swarm}

\n

@Compendium[sw5e.powers.dmvaMLFWFtv0qx0S]{Power Word Kill}

\n

@Compendium[sw5e.powers.jmfu8zj4zjjzUbeh]{Prismatic Wall}

\n

@Compendium[sw5e.powers.N2UEFq8X5LRsLcOZ]{Shapechange}

\n

@Compendium[sw5e.powers.JYuRBwxpoFhXduvD]{Time Stop}

\n

@Compendium[sw5e.powers.QbQZKoXOgHWN06aa]{True Polymorph}

\n

@Compendium[sw5e.powers.Wl2vtJ4hCt2tpWfR]{Weird}

\n

@Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish}

"} {"_id":"F8iHVJAIMCTLClx3","name":"Feats","permission":{"default":0},"folder":"","flags":{},"content":"

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

\n

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

\n

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.

\n

Grappler

\n

Prerequisite: Strength 13 or higher

\n

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

\n
    \n
  • You have advantage on attack rolls against a creature you are grappling.
  • \n
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • \n
"} {"_id":"FP5bLScw7BLxhpBc","name":"Warlock Powers","permission":{"default":0},"folder":"","flags":{},"content":"

Cantrips (0 Level)

\n

@Compendium[sw5e.powers.vrN18tbTw7io5MWd]{Chill Touch}

\n

@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}

\n

@Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}

\n

@Compendium[sw5e.powers.oIzA2MEHwxhtQneU]{Minor Illusion}

\n

@Compendium[sw5e.powers.g2u9PYfqWQAyg9OI]{Poison Spray}

\n

@Compendium[sw5e.powers.udsLtG0BugXHR2JQ]{Prestidigitation}

\n

@Compendium[sw5e.powers.mGGlcLdggHwcL7MG]{True Strike}

\n

1st Level

\n

@Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person}

\n

@Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages}

\n

@Compendium[sw5e.powers.zPGohqJRir6MyQ3U]{Expeditious Retreat}

\n

@Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke}

\n

@Compendium[sw5e.powers.82jM6qD9axLJsTrH]{Illusory Script}

\n

@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}

\n

@Compendium[sw5e.powers.ccduLIvutyNqvkgv]{Unseen Servant}

\n

2nd Level

\n

@Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}

\n

@Compendium[sw5e.powers.30ZgXtijJVCxQk5N]{Enthrall}

\n

@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}

\n

@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}

\n

@Compendium[sw5e.powers.X4c8xCkmF8U9HUMz]{Mirror Image}

\n

@Compendium[sw5e.powers.wqfAVANuQonNBgnL]{Misty Step}

\n

@Compendium[sw5e.powers.ODhLKBxLnvvLOnw1]{Ray of Enfeeblement}

\n

@Compendium[sw5e.powers.wJKpSvSTbSkTjqyb]{Shatter}

\n

@Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}

\n

@Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion}

\n

3rd Level

\n

@Compendium[sw5e.powers.Ek45cBpVXvJdv1Qy]{Counterpower}

\n

@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}

\n

@Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear}

\n

@Compendium[sw5e.powers.yfbK8gZqESlaoY5t]{Fly}

\n

@Compendium[sw5e.powers.2IWiZAJtOGDoKjiz]{Gaseous Form}

\n

@Compendium[sw5e.powers.6g3WLOZ2u0EbaLAd]{Hypnotic Pattern}

\n

@Compendium[sw5e.powers.y8A4HfTwd93ypdEz]{Magic Circle}

\n

@Compendium[sw5e.powers.nslx2nT3p4lNkmdp]{Major Image}

\n

@Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse}

\n

@Compendium[sw5e.powers.gopnZvS0c2jD5FP8]{Tongues}

\n

@Compendium[sw5e.powers.UfHQhA54M4323gVO]{Vampiric Touch}

\n

4th Level

\n

@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}

\n

@Compendium[sw5e.powers.pybg5MNc3lkerH4Y]{Blight}

\n

@Compendium[sw5e.powers.A4RsPuSvB9wFtz1j]{Dimension Door}

\n

@Compendium[sw5e.powers.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}

\n

5th Level

\n

@Compendium[sw5e.powers.dSTu1MaPhBqPITwM]{Contact Other Plane}

\n

@Compendium[sw5e.powers.kSPRpeIx3w3nihrF]{Dream}

\n

@Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster}

\n

@Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}

\n

6th Level

\n

@Compendium[sw5e.powers.KeunEkg1JYbOCOhV]{Circle of Death}

\n

@Compendium[sw5e.powers.yN3XZZujhR4aVvPa]{Conjure Fey}

\n

@Compendium[sw5e.powers.E4NXux0RHvME1XgP]{Create Undead}

\n

@Compendium[sw5e.powers.ZRqu3Xh9FmlBCZGy]{Eyebite}

\n

@Compendium[sw5e.powers.kozNy29b0X6exFhY]{Flesh to Stone}

\n

@Compendium[sw5e.powers.5OGFdJw35QXp6mh6]{Mass Suggestion}

\n

@Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing}

\n

7th Level

\n

@Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness}

\n

@Compendium[sw5e.powers.HPvZm8YJO91k6Qdg]{Finger of Death}

\n

@Compendium[sw5e.powers.Y7uWUO4yqUN0JKl0]{Forcecage}

\n

@Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift}

\n

8th Level

\n

@Compendium[sw5e.powers.xNM9CzQQr2CieM4B]{Demiplane}

\n

@Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster}

\n

@Compendium[sw5e.powers.hYCrN82dMJFuJODB]{Feeblemind}

\n

@Compendium[sw5e.powers.1RzxKZzkQOoioxPj]{Glibness}

\n

@Compendium[sw5e.powers.35j2QIMmIk6aEdxj]{Power Word Stun}

\n

9th Level

\n

@Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection}

\n

@Compendium[sw5e.powers.6HEEhLdJz32TL4Js]{Foresight}

\n

@Compendium[sw5e.powers.ZVnL9L8v1KC9TBF4]{Imprisonment}

\n

@Compendium[sw5e.powers.dmvaMLFWFtv0qx0S]{Power Word Kill}

\n

@Compendium[sw5e.powers.QbQZKoXOgHWN06aa]{True Polymorph}

"} {"_id":"Grj7E9vW0bnFAxuQ","name":"Actions in Combat","permission":{"default":0},"folder":"","flags":{},"content":"

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

\n

When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

\n

Attack

\n

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

\n

With this action, you make one melee or ranged attack. See the @Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Making an Attack} section for the rules that govern attacks.

\n

Certain features, such as the @Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack} feature of the fighter, allow you to make more than one attack with this action.

\n

Cast a Power

\n

Powercasters such as wizards and clerics, as well as many monsters, have access to powers and can use them to great effect in combat. Each power has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the power. Casting a power is, therefore, not necessarily an action. Most powers do have a casting time of 1 action, so a powercaster often uses his or her action in combat to cast such a power.

\n

Dash

\n

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

\n

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

\n

Disengage

\n

If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

\n

Dodge

\n

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are @Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{incapacitated} (as explained in @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{appendix PH-A}) or if your speed drops to 0.

\n

Help

\n

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

\n

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

\n

Hide

\n

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the @Compendium[sw5e.rules.pJW6Xqjdk8nzrYd3]{Unseen Attackers and Targets} section.

\n

Ready

\n

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

\n

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”

\n

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

\n

When you ready a power, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a power must have a casting time of 1 action, and holding onto the power’s magic requires concentration. If your concentration is broken, the power dissipates without taking effect. For example, if you are concentrating on the @Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web} power and ready @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}, your Web power ends, and if you take damage before you release Magic Missile with your reaction, your concentration might be broken.

\n

Search

\n

When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

\n

Use an Object

\n

You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

"} -{"_id":"H8aTFVG3YFAkQ3TK","name":"Charmed","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. 
  • \n
  • The charmer has advantage on any ability check to interact socially with the creature.
  • \n
"} -{"_id":"HORLogaZ0ysOpi3J","name":"Damage and Healing","permission":{"default":0},"folder":"","flags":{},"content":"

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball power all have the potential to damage, or even kill, the hardiest of creatures.

\n

Hit Points

\n

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

\n

A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

\n

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.

\n

Damage Rolls

\n

Each weapon, power, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

\n

When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage. A power tells you which dice to roll for damage and whether to add any modifiers.

\n

If a power or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} or a cleric casts @Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}, the power’s damage is rolled once for all creatures caught in the blast.

\n

Critical Hits

\n

When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

\n

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

\n

Damage Types

\n

Different attacks, damaging powers, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

\n

The damage types follow, with examples to help a GM assign a damage type to a new effect.

\n

Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.

\n

Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.

\n

Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage.

\n

Fire. Red dragons breathe fire, and many powers conjure flames to deal fire damage.

\n

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are powers, including magic missile and spiritual weapon.

\n

Lightning. A lightning bolt power and a blue dragon’s breath deal lightning damage.

\n

Necrotic. Necrotic damage, dealt by certain undead and a power such as chill touch, withers matter and even the soul.

\n

Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.

\n

Poison. Venomous stings and the toxic gas of a green dragon’s breath deal poison damage.

\n

Psychic. Mental abilities such as a mind flayer’s psionic blast deal psychic damage.

\n

Radiant. Radiant damage, dealt by a cleric’s flame strike power or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.

\n

Slashing. Swords, axes, and monsters’ claws deal slashing damage.

\n

Thunder. A concussive burst of sound, such as the effect of the thunderwave power, deals thunder damage.

\n

Damage Resistance and Vulnerability

\n

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

\n

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

\n

Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

\n

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by threequarters.

\n

Healing

\n

Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points, and magical methods such as a @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} power or a @Compendium[sw5e.items.ytlsBjYsZ7OBSEBs]{Potion of Healing} can remove damage in an instant.

\n

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

\n

A creature that has died can’t regain hit points until magic such as the @Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify} power has restored it to life.

\n

Dropping to 0 Hit Points

\n

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

\n

Instant Death

\n

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

\n

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

\n

Falling Unconscious

\n

If damage reduces you to 0 hit points and fails to kill you, you fall @Compendium[sw5e.rules.MOk1rkF0DeJlcC4l]{unconscious}. This unconsciousness ends if you regain any hit points.

\n

Death Saving Throws

\n

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by powers and features that improve your chances of succeeding on a saving throw.

\n

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

\n

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

\n

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

\n

Stabilizing a Creature

\n

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

\n

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

\n

stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.

\n

Monsters and Death

\n

Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

\n

Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.

\n

Knocking a Creature Out

\n

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

\n

Temporary Hit Points

\n

Some powers and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

\n

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

\n

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

\n

Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a power grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

\n

If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you.

\n

Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.

"} +{"_id":"H8aTFVG3YFAkQ3TK","name":"Charmed","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
  • \n
  • The charmer has advantage on any ability check to interact socially with the creature.
  • \n
"} +{"_id":"HORLogaZ0ysOpi3J","name":"Damage and Healing","permission":{"default":0},"folder":"","flags":{},"content":"

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball power all have the potential to damage, or even kill, the hardiest of creatures.

\n

Hit Points

\n

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

\n

A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

\n

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.

\n

Damage Rolls

\n

Each weapon, power, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

\n

When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage. A power tells you which dice to roll for damage and whether to add any modifiers.

\n

If a power or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball} or a cleric casts @Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}, the power’s damage is rolled once for all creatures caught in the blast.

\n

Critical Hits

\n

When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

\n

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

\n

Damage Types

\n

Different attacks, damaging powers, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

\n

The damage types follow, with examples to help a GM assign a damage type to a new effect.

\n

Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.

\n

Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.

\n

Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage.

\n

Fire. Red dragons breathe fire, and many powers conjure flames to deal fire damage.

\n

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are powers, including magic missile and spiritual weapon.

\n

Lightning. A lightning bolt power and a blue dragon’s breath deal lightning damage.

\n

Necrotic. Necrotic damage, dealt by certain undead and a power such as chill touch, withers matter and even the soul.

\n

Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.

\n

Poison. Venomous stings and the toxic gas of a green dragon’s breath deal poison damage.

\n

Psychic. Mental abilities such as a mind flayer’s psionic blast deal psychic damage.

\n

Radiant. Radiant damage, dealt by a cleric’s flame strike power or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.

\n

Slashing. Swords, axes, and monsters’ claws deal slashing damage.

\n

Thunder. A concussive burst of sound, such as the effect of the thunderwave power, deals thunder damage.

\n

Damage Resistance and Vulnerability

\n

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

\n

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

\n

Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

\n

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by threequarters.

\n

Healing

\n

Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points, and magical methods such as a @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} power or a @Compendium[sw5e.items.ytlsBjYsZ7OBSEBs]{Potion of Healing} can remove damage in an instant.

\n

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

\n

A creature that has died can’t regain hit points until magic such as the @Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify} power has restored it to life.

\n

Dropping to 0 Hit Points

\n

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

\n

Instant Death

\n

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

\n

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

\n

Falling Unconscious

\n

If damage reduces you to 0 hit points and fails to kill you, you fall @Compendium[sw5e.rules.MOk1rkF0DeJlcC4l]{unconscious}. This unconsciousness ends if you regain any hit points.

\n

Death Saving Throws

\n

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by powers and features that improve your chances of succeeding on a saving throw.

\n

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

\n

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

\n

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

\n

Stabilizing a Creature

\n

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

\n

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

\n

A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.

\n

Monsters and Death

\n

Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

\n

Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.

\n

Knocking a Creature Out

\n

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

\n

Temporary Hit Points

\n

Some powers and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

\n

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

\n

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

\n

Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a power grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

\n

If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you.

\n

Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.

"} {"_id":"HYaZMaOl1m71xCuZ","name":"Sorcerer Powers","permission":{"default":0},"flags":{},"content":"

Cantrips (0 Level)

\n

@Compendium[sw5e.powers.JLTQyqXEaJDrTXyW]{Acid Splash}

\n

@Compendium[sw5e.powers.vrN18tbTw7io5MWd]{Chill Touch}

\n

@Compendium[sw5e.powers.CAxSzHWizrafT033]{Dancing Lights}

\n

@Compendium[sw5e.powers.EOmsUcFQJTfG2oio]{Fire Bolt}

\n

@Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}

\n

@Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}

\n

@Compendium[sw5e.powers.kjmjY0zlE6IEiQVL]{Mending}

\n

@Compendium[sw5e.powers.icZokbgV1jIMpNCv]{Message}

\n

@Compendium[sw5e.powers.oIzA2MEHwxhtQneU]{Minor Illusion}

\n

@Compendium[sw5e.powers.g2u9PYfqWQAyg9OI]{Poison Spray}

\n

@Compendium[sw5e.powers.udsLtG0BugXHR2JQ]{Prestidigitation}

\n

@Compendium[sw5e.powers.ctW81uiX56xZR2c5]{Ray of Frost}

\n

@Compendium[sw5e.powers.XvbiNhNqXXIFisIy]{Shocking Grasp}

\n

@Compendium[sw5e.powers.mGGlcLdggHwcL7MG]{True Strike}

\n

1st Level

\n

@Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands}

\n

@Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person}

\n

@Compendium[sw5e.powers.LWTUqKkUQdMAmOe0]{Color Spray}

\n

@Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages}

\n

@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}

\n

@Compendium[sw5e.powers.A3q2gTNqG6fvNGrv]{Disguise Self}

\n

@Compendium[sw5e.powers.zPGohqJRir6MyQ3U]{Expeditious Retreat}

\n

@Compendium[sw5e.powers.7e3QXF10hLNDEdr6]{False Life}

\n

@Compendium[sw5e.powers.pub0OWVEB71XQx1n]{Feather Fall}

\n

@Compendium[sw5e.powers.IBJmWjzbQGu7M4UX]{Fog Cloud}

\n

@Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump}

\n

@Compendium[sw5e.powers.CKZTpZlxj7hjjo2H]{Mage Armor}

\n

@Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}]

\n

@Compendium[sw5e.powers.z1mx84ONwkXKUZd7]{Shield}

\n

@Compendium[sw5e.powers.BrBZdCCrJRIVg7YX]{Silent Image}

\n

@Compendium[sw5e.powers.KhwiSi9fwVfUPtku]{Sleep}

\n

@Compendium[sw5e.powers.WTbOQBsarsL1LuXJ]{Thunderwave}

\n

2nd Level

\n

@Compendium[sw5e.powers.8RTDOt80u8aBv9qx]{Alter Self}

\n

@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}

\n

@Compendium[sw5e.powers.UDUnlfPsOAbq2RSE]{Blur}

\n

@Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}

\n

@Compendium[sw5e.powers.hJ6ZiA3fpoY8v9cp]{Darkvision}

\n

@Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts}

\n

@Compendium[sw5e.powers.9eOZDBImVKxbeOyZ]{Enhance Ability}

\n

@Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce}

\n

@Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind}

\n

@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}

\n

@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}

\n

@Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock}

\n

@Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate}

\n

@Compendium[sw5e.powers.X4c8xCkmF8U9HUMz]{Mirror Image}

\n

@Compendium[sw5e.powers.wqfAVANuQonNBgnL]{Misty Step}

\n

@Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray}

\n

@Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility}

\n

@Compendium[sw5e.powers.wJKpSvSTbSkTjqyb]{Shatter}

\n

@Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}

\n

@Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion}

\n

@Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web}

\n

3rd Level

\n

@Compendium[sw5e.powers.GSvLWcdCZLQkilXT]{Blink}

\n

@Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance}

\n

@Compendium[sw5e.powers.Ek45cBpVXvJdv1Qy]{Counterpower}

\n

@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}

\n

@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}

\n

@Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear}

\n

@Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}

\n

@Compendium[sw5e.powers.yfbK8gZqESlaoY5t]{Fly}

\n

@Compendium[sw5e.powers.2IWiZAJtOGDoKjiz]{Gaseous Form}

\n

@Compendium[sw5e.powers.Szvk5FEVQW3uhJi5]{Haste}

\n

@Compendium[sw5e.powers.6g3WLOZ2u0EbaLAd]{Hypnotic Pattern}

\n

@Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt}

\n

@Compendium[sw5e.powers.nslx2nT3p4lNkmdp]{Major Image}

\n

@Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}

\n

@Compendium[sw5e.powers.dhqBY4TvVjxVmOZd]{Sleet Storm}

\n

@Compendium[sw5e.powers.yqUDoxk4x0NWG5Bz]{Slow}

\n

@Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}

\n

@Compendium[sw5e.powers.gopnZvS0c2jD5FP8]{Tongues}

\n

@Compendium[sw5e.powers.13uVuBQP6VaiSPvC]{Water Breathing}

\n

@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}

\n

4th Level

\n

@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}

\n

@Compendium[sw5e.powers.pybg5MNc3lkerH4Y]{Blight}

\n

@Compendium[sw5e.powers.9hQXdMSmerkTsHDe]{Confusion}

\n

@Compendium[sw5e.powers.A4RsPuSvB9wFtz1j]{Dimension Door}

\n

@Compendium[sw5e.powers.LrPvWHBPmiMQQsKB]{Dominate Beast}

\n

@Compendium[sw5e.powers.tEpDmYZNGc9f5OhJ]{Greater Invisibility}

\n

@Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm}

\n

@Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph}

\n

@Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin}

\n

@Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}

\n

5th Level

\n

@Compendium[sw5e.powers.ATo0Eb63TDtnu6iA]{Animate Objects}

\n

@Compendium[sw5e.powers.LkvI11Uue774QBKZ]{Cloudkill}

\n

@Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold}

\n

@Compendium[sw5e.powers.lnaGnxMzpYnbw1uU]{Creation}

\n

@Compendium[sw5e.powers.91Sw6vOIaO7U8DvM]{Dominate Person}

\n

@Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster}

\n

@Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}

\n

@Compendium[sw5e.powers.mbFw57uyfLkyiw5k]{Seeming}

\n

@Compendium[sw5e.powers.HQfd7jJyULIoGxrZ]{Telekinesis}

\n

@Compendium[sw5e.powers.8aWtP5hcrmcEesBW]{Teleportation Circle}

\n

@Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone}

\n

6th Level

\n

@Compendium[sw5e.powers.QbTxN5dWIbYZ4jLU]{Chain Lightning}

\n

@Compendium[sw5e.powers.KeunEkg1JYbOCOhV]{Circle of Death}

\n

@Compendium[sw5e.powers.HBHbOGKNVVprSlwn]{Disintegrate}

\n

@Compendium[sw5e.powers.ZRqu3Xh9FmlBCZGy]{Eyebite}

\n

@Compendium[sw5e.powers.WmQpxfjZwF3MGUby]{Globe of Invulnerability}

\n

@Compendium[sw5e.powers.5OGFdJw35QXp6mh6]{Mass Suggestion}

\n

@Compendium[sw5e.powers.yI0XWIgI0IGGsR3R]{Move Earth}

\n

@Compendium[sw5e.powers.2RC0EyvBLPH88PZF]{Sunbeam}

\n

@Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing}

\n

7th Level

\n

@Compendium[sw5e.powers.AoTTjapz1FsGOIZz]{Delayed Blast Fireball}

\n

@Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness}

\n

@Compendium[sw5e.powers.HPvZm8YJO91k6Qdg]{Finger of Death}

\n

@Compendium[sw5e.powers.J3uILDYS7MiOfmTJ]{Fire Storm}

\n

@Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift}

\n

@Compendium[sw5e.powers.eGMhwmuleAM46C6L]{Prismatic Spray}

\n

@Compendium[sw5e.powers.ERCv7yuRkQ0YjGx6]{Reverse Gravity}

\n

@Compendium[sw5e.powers.L4J89JXqbKs6puEV]{Teleport}

\n

8th Level

\n

@Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster}

\n

@Compendium[sw5e.powers.x5JNBSyIBBZsjcGT]{Earthquake}

\n

@Compendium[sw5e.powers.pV04y1iXoWiom6bp]{Incendiary Cloud}

\n

@Compendium[sw5e.powers.35j2QIMmIk6aEdxj]{Power Word Stun}

\n

@Compendium[sw5e.powers.hzK7FQya0BDjSmLE]{Sunburst}

\n

9th Level

\n

@Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate}

\n

@Compendium[sw5e.powers.mF52ldF79Cr7wfQo]{Meteor Swarm}

\n

@Compendium[sw5e.powers.dmvaMLFWFtv0qx0S]{Power Word Kill}

\n

@Compendium[sw5e.powers.JYuRBwxpoFhXduvD]{Time Stop}

\n

@Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish}

"} -{"_id":"I70MQGSOHJicYgLC","name":"Traps","permission":{"default":0},"folder":"","flags":{},"content":"

Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.

\n

A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or power traps. Magical device traps initiate power effects when activated. Power traps are powers such as glyph of warding and symbol that function as traps.

\n

Traps in Play

\n

When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.

\n

Triggering a Trap

\n

Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the @Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding} power) have more complicated trigger conditions, including a password that prevents the trap from activating.

\n

Detecting and Disabling a Trap

\n

Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.

\n

A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.

\n

Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic} has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use dispel magic.

\n

In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt.

\n

You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.

\n

Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.

\n

Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.

\n

Trap Effects

\n

The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered.

\n

The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap’s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.

\n

A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Trap Save DCs and Attack Bonuses

\n
Trap DangerSave DCAttack Bonus
Setback10–11+3 to +5
Dangerous12–15+6 to +8
Deadly16–20+9 to +12
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Damage Severity by Level

\n
Character LevelSetbackDangerousDeadly
1st–4th1d102d104d10
5th–10th2d104d1010d10
11th–16th4d1010d1018d10
17th–20th10d1018d1024d10
\n

Complex Traps

\n

Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.

\n

When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.

\n

For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded.

\n

Sample Traps

\n

The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.

\n

Collapsing Roof

\n

Mechanical trap

\n

This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.

\n

The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

\n

Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.

\n

The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse.

\n

When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.

\n

Falling Net

\n

Mechanical trap

\n

This trap uses a trip wire to release a net suspended from the ceiling.

\n

The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

\n

When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.

\n

Fire-Breathing Statue

\n

Magic trap

\n

This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a power.

\n

The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A power or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue.

\n

The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

\n

Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful dispel magic (DC 13) cast on the statue destroys the trap.

\n

Pits

\n

Mechanical trap

\n

Four basic pit traps are presented here.

\n

Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris.

\n

The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper).

\n

Hidden Pit. This pit has a cover constructed from material identical to the floor around it.

\n

A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.

\n

When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.

\n

Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the @Compendium[sw5e.powers.8cse7rit0oswRPUP]{Arcane Lock} power or similar magic.

\n

Locking Pit. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.

\n

A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.

\n

Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

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Poison Darts

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Mechanical trap

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When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.

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The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.

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The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

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Poison Needle

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Mechanical trap

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A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.

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When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.

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A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

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Rolling Sphere

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Mechanical trap

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When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.

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With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.

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Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures’ spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.

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The sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.

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As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat.

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Sphere of Annihilation

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Magic trap

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Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.

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A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a @Compendium[sw5e.items.2YNqk5zm9jDTvd7q]{Sphere of Annihilation} that can’t be controlled or moved. It is otherwise identical to a normal sphere of annihilation.

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Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the @Compendium[sw5e.powers.GJ2WYm3SQFR0winH]{Antipathy/Sympathy} power. A successful @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic} (DC 18) removes this enchantment.

"} -{"_id":"IAlkoC9IZnU1PzrR","name":"Mounts and Vehicles","permission":{"default":0},"folder":"","flags":{},"content":"

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

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An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

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Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

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Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

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Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

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Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

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Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

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\n

Mounts and Other Animals

\n
ItemCostSpeedCarrying Capacity
Camel50 gp50 ft.480 lb.
Donkey or mule8 gp40 ft.420 lb.
Elephant200 gp40 ft.1,320 lb.
Horse, draft50 gp40 ft.540 lb.
Horse, riding75 gp60 ft.480 lb.
Mastiff25 gp40 ft.195 lb.
Pony30 gp40 ft.225 lb.
Warhorse400 gp60 ft.540 lb.
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Tack, Harness, and Drawn Vehicles

\n
ItemCostWeight
Barding×4×2
Bit and bridle2 gp1 lb.
Carriage100 gp600 lb.
Cart15 gp200 lb.
Chariot250 gp100 lb.
Feed (per day)5 cp10 lb.
Saddle  
     Exotic60 gp40 lb.
     Military20 gp30 lb.
     Pack5 gp15 lb.
     Riding10 gp25 lb.
Saddlebags4 gp8 lb.
Sled20 gp300 lb.
Stabling (per day)5 sp
Wagon35 gp400 lb.
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Waterborne Vehicles

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ItemCostSpeed
Galley30,000 gp4 mph
Keelboat3,000 gp1 mph
Longship10,000 gp3 mph
Rowboat50 gp1½ mph
Sailing ship10,000 gp2 mph
Warship25,000 gp2½ mph
\n

 

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"} +{"_id":"I70MQGSOHJicYgLC","name":"Traps","permission":{"default":0},"folder":"","flags":{},"content":"

Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.

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A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or power traps. Magical device traps initiate power effects when activated. Power traps are powers such as glyph of warding and symbol that function as traps.

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Traps in Play

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When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.

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Triggering a Trap

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Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the @Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding} power) have more complicated trigger conditions, including a password that prevents the trap from activating.

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Detecting and Disabling a Trap

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Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.

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A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.

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Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic} has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use dispel magic.

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In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt.

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You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.

\n

Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.

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Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.

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Trap Effects

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The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered.

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The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap’s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.

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A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels.

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Trap Save DCs and Attack Bonuses

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Trap DangerSave DCAttack Bonus
Setback10–11+3 to +5
Dangerous12–15+6 to +8
Deadly16–20+9 to +12
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Damage Severity by Level

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Character LevelSetbackDangerousDeadly
1st–4th1d102d104d10
5th–10th2d104d1010d10
11th–16th4d1010d1018d10
17th–20th10d1018d1024d10
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Complex Traps

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Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.

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When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.

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For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded.

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Sample Traps

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The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.

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Collapsing Roof

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Mechanical trap

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This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.

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The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

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Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.

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The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse.

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When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.

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Falling Net

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Mechanical trap

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This trap uses a trip wire to release a net suspended from the ceiling.

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The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

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When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.

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Fire-Breathing Statue

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Magic trap

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This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a power.

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The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A power or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue.

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The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

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Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful dispel magic (DC 13) cast on the statue destroys the trap.

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Pits

\n

Mechanical trap

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Four basic pit traps are presented here.

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Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris.

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The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper).

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Hidden Pit. This pit has a cover constructed from material identical to the floor around it.

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A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.

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When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.

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Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the @Compendium[sw5e.powers.8cse7rit0oswRPUP]{Arcane Lock} power or similar magic.

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Locking Pit. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.

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A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.

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Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

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Poison Darts

\n

Mechanical trap

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When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.

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The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.

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The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

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Poison Needle

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Mechanical trap

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A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.

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When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.

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A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

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Rolling Sphere

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Mechanical trap

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When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.

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With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.

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Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures’ spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.

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The sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.

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As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat.

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Sphere of Annihilation

\n

Magic trap

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Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.

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A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a @Compendium[sw5e.items.2YNqk5zm9jDTvd7q]{Sphere of Annihilation} that can’t be controlled or moved. It is otherwise identical to a normal sphere of annihilation.

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Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the @Compendium[sw5e.powers.GJ2WYm3SQFR0winH]{Antipathy/Sympathy} power. A successful @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic} (DC 18) removes this enchantment.

"} +{"_id":"IAlkoC9IZnU1PzrR","name":"Mounts and Vehicles","permission":{"default":0},"folder":"","flags":{},"content":"

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

\n

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

\n

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

\n

Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

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Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

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Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

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Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

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Mounts and Other Animals

\n
ItemCostSpeedCarrying Capacity
Camel50 gp50 ft.480 lb.
Donkey or mule8 gp40 ft.420 lb.
Elephant200 gp40 ft.1,320 lb.
Horse, draft50 gp40 ft.540 lb.
Horse, riding75 gp60 ft.480 lb.
Mastiff25 gp40 ft.195 lb.
Pony30 gp40 ft.225 lb.
Warhorse400 gp60 ft.540 lb.
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Tack, Harness, and Drawn Vehicles

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ItemCostWeight
Barding×4×2
Bit and bridle2 gp1 lb.
Carriage100 gp600 lb.
Cart15 gp200 lb.
Chariot250 gp100 lb.
Feed (per day)5 cp10 lb.
Saddle
Exotic60 gp40 lb.
Military20 gp30 lb.
Pack5 gp15 lb.
Riding10 gp25 lb.
Saddlebags4 gp8 lb.
Sled20 gp300 lb.
Stabling (per day)5 sp
Wagon35 gp400 lb.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Waterborne Vehicles

\n
ItemCostSpeed
Galley30,000 gp4 mph
Keelboat3,000 gp1 mph
Longship10,000 gp3 mph
Rowboat50 gp1½ mph
Sailing ship10,000 gp2 mph
Warship25,000 gp2½ mph
\n

\n

"} {"_id":"IryZdZqi3R8JdTi1","name":"Bard Powers","permission":{"default":0},"folder":"","flags":{},"content":"

Cantrips (0 Level)

\n

@Compendium[sw5e.powers.CAxSzHWizrafT033]{Dancing Lights}

\n

@Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}

\n

@Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}

\n

@Compendium[sw5e.powers.kjmjY0zlE6IEiQVL]{Mending}

\n

@Compendium[sw5e.powers.icZokbgV1jIMpNCv]{Message}

\n

@Compendium[sw5e.powers.oIzA2MEHwxhtQneU]{Minor Illusion}

\n

@Compendium[sw5e.powers.udsLtG0BugXHR2JQ]{Prestidigitation}

\n

@Compendium[sw5e.powers.mGGlcLdggHwcL7MG]{True Strike}

\n

@Compendium[sw5e.powers.cdrYKaFi98YWaBMw]{Vicious Mockery}

\n

1st Level

\n

@Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship}

\n

@Compendium[sw5e.powers.95K2aUhAGV9qXjnf]{Bane}

\n

@Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person}

\n

@Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages}

\n

@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}

\n

@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}

\n

@Compendium[sw5e.powers.A3q2gTNqG6fvNGrv]{Disguise Self}

\n

@Compendium[sw5e.powers.nqBDWkVOfcGZt4YU]{Faerie Fire}

\n

@Compendium[sw5e.powers.pub0OWVEB71XQx1n]{Feather Fall}

\n

@Compendium[sw5e.powers.o8Dh7fblk1d16tnO]{Healing Word}

\n

@Compendium[sw5e.powers.ge3Saet9zPTDyaoL]{Heroism}

\n

@Compendium[sw5e.powers.BQk5Row4NymMnUQl]{Hideous Laughter}

\n

@Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify}

\n

@Compendium[sw5e.powers.82jM6qD9axLJsTrH]{Illusory Script}

\n

@Compendium[sw5e.powers.B0pnIcc52O6G8hi8]{Longstrider}

\n

@Compendium[sw5e.powers.BrBZdCCrJRIVg7YX]{Silent Image}

\n

@Compendium[sw5e.powers.KhwiSi9fwVfUPtku]{Sleep}

\n

@Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals}

\n

@Compendium[sw5e.powers.WTbOQBsarsL1LuXJ]{Thunderwave}

\n

@Compendium[sw5e.powers.ccduLIvutyNqvkgv]{Unseen Servant}

\n

2nd Level

\n

@Compendium[sw5e.powers.X8w9EzYLGc4vQ1H2]{Animal Messenger}

\n

@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}

\n

@Compendium[sw5e.powers.3MYDjS6k9IYL0aTj]{Calm Emotions}

\n

@Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts}

\n

@Compendium[sw5e.powers.9eOZDBImVKxbeOyZ]{Enhance Ability}

\n

@Compendium[sw5e.powers.30ZgXtijJVCxQk5N]{Enthrall}

\n

@Compendium[sw5e.powers.2yHXEcrRbadZDr5M]{Heat Metal}

\n

@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}

\n

@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}

\n

@Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock}

\n

@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}

\n

@Compendium[sw5e.powers.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants}

\n

@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}

\n

@Compendium[sw5e.powers.7v06rdmUakoTk1LQ]{Magic Mouth}

\n

@Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility}

\n

@Compendium[sw5e.powers.wJKpSvSTbSkTjqyb]{Shatter}

\n

@Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}

\n

@Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion}

\n

@Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}

\n

3rd Level

\n

@Compendium[sw5e.powers.pO4zGe5LmFIYqJiL]{Bestow Curse}

\n

@Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance}

\n

@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}

\n

@Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear}

\n

@Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding}

\n

@Compendium[sw5e.powers.6g3WLOZ2u0EbaLAd]{Hypnotic Pattern}

\n

@Compendium[sw5e.powers.nslx2nT3p4lNkmdp]{Major Image}

\n

@Compendium[sw5e.powers.aU62xVUBYkAQWIHv]{Nondetection}

\n

@Compendium[sw5e.powers.YWtwzp6ZnQJMEmVW]{Plant Growth}

\n

@Compendium[sw5e.powers.GtGjNjPBgUHxGYAD]{Sending}

\n

@Compendium[sw5e.powers.I2LUSF5ogc7Bj62e]{Speak with Dead}

\n

@Compendium[sw5e.powers.2VXGS206tuChoeXy]{Speak with Plants}

\n

@Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}

\n

@Compendium[sw5e.powers.NXWWWgHtWb7Nv21F]{Tiny Hut}

\n

@Compendium[sw5e.powers.gopnZvS0c2jD5FP8]{Tongues}

\n

4th Level

\n

@Compendium[sw5e.powers.P6f1PPKPd9BCb742]{Compulsion}

\n

@Compendium[sw5e.powers.9hQXdMSmerkTsHDe]{Confusion}

\n

@Compendium[sw5e.powers.A4RsPuSvB9wFtz1j]{Dimension Door}

\n

@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}

\n

@Compendium[sw5e.powers.tEpDmYZNGc9f5OhJ]{Greater Invisibility}

\n

@Compendium[sw5e.powers.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}

\n

@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}

\n

@Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph}

\n

5th Level

\n

@Compendium[sw5e.powers.ATo0Eb63TDtnu6iA]{Animate Objects}

\n

@Compendium[sw5e.powers.MCEpGpvovcXagwQS]{Awaken}

\n

@Compendium[sw5e.powers.91Sw6vOIaO7U8DvM]{Dominate Person}

\n

@Compendium[sw5e.powers.kSPRpeIx3w3nihrF]{Dream}

\n

@Compendium[sw5e.powers.JQyigMNPiDnGI18b]{Geas}

\n

@Compendium[sw5e.powers.WzvJ7G3cqvIubsLk]{Greater Restoration}

\n

@Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster}

\n

@Compendium[sw5e.powers.W4Qx5z0id6da0vqg]{Legend Lore}

\n

@Compendium[sw5e.powers.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds}

\n

@Compendium[sw5e.powers.MBMaQLwoy05qzMJ3]{Mislead}

\n

@Compendium[sw5e.powers.r3243JU4AyQJyfX4]{Modify Memory}

\n

@Compendium[sw5e.powers.42O2aNBW7vK90gTL]{Planar Binding}

\n

@Compendium[sw5e.powers.AGFMPAmuzwWO6Dfz]{Raise Dead}

\n

@Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}

\n

@Compendium[sw5e.powers.mbFw57uyfLkyiw5k]{Seeming}

\n

@Compendium[sw5e.powers.8aWtP5hcrmcEesBW]{Teleportation Circle}

\n

6th Level

\n

@Compendium[sw5e.powers.ZRqu3Xh9FmlBCZGy]{Eyebite}

\n

@Compendium[sw5e.powers.cYI4RNNjI5GAmLhy]{Find the Path}

\n

@Compendium[sw5e.powers.yw0tYQkOMCgKZ8Ur]{Guards and Wards}

\n

@Compendium[sw5e.powers.TfRzwEgBHHkCc6Ql]{Irresistible Dance}

\n

@Compendium[sw5e.powers.5OGFdJw35QXp6mh6]{Mass Suggestion}

\n

@Compendium[sw5e.powers.bA2sk9eMKBeY7EPD]{Programmed Illusion}

\n

@Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing}

\n

7th Level

\n

@Compendium[sw5e.powers.LTDNWoFVJNLjiiNa]{Arcane Sword}

\n

@Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness}

\n

@Compendium[sw5e.powers.Y7uWUO4yqUN0JKl0]{Forcecage}

\n

@Compendium[sw5e.powers.pn4SnsFDvYDiE6rC]{Magnificent Mansion}

\n

@Compendium[sw5e.powers.f38w5rd9SgdmWc6F]{Mirage Arcane}

\n

@Compendium[sw5e.powers.ePhRKHXRE7l1sEoQ]{Project Image}

\n

@Compendium[sw5e.powers.9kGrFXnLiRg3Xnbo]{Regenerate}

\n

@Compendium[sw5e.powers.jhhT9PsHy5A7EojO]{Resurrection}

\n

@Compendium[sw5e.powers.B2kbmgbA2WQR00kx]{Symbol}

\n

@Compendium[sw5e.powers.L4J89JXqbKs6puEV]{Teleport}

\n

8th Level

\n

@Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster}

\n

@Compendium[sw5e.powers.hYCrN82dMJFuJODB]{Feeblemind}

\n

@Compendium[sw5e.powers.1RzxKZzkQOoioxPj]{Glibness}

\n

@Compendium[sw5e.powers.bllEWfm9xfEKynhv]{Mind Blank}

\n

@Compendium[sw5e.powers.35j2QIMmIk6aEdxj]{Power Word Stun}

\n

9th Level

\n

@Compendium[sw5e.powers.6HEEhLdJz32TL4Js]{Foresight}

\n

@Compendium[sw5e.powers.dmvaMLFWFtv0qx0S]{Power Word Kill}

\n

@Compendium[sw5e.powers.QbQZKoXOgHWN06aa]{True Polymorph}

"} {"_id":"J9ppEykIQxUIarUj","name":"Swim","permission":{"default":0},"flags":{},"content":"

A monster that has a swimming speed doesn’t need to spend extra movement to swim.

"} -{"_id":"JH4AH5qkr4FNCXnQ","name":"Casting a Power","permission":{"default":0},"folder":"","flags":{},"content":"

When a character casts any power, the same basic rules are followed, regardless of the character’s class or the power’s effects.

\n

Each power description begins with a block of information, including the power’s name, level, school of magic, casting time, range, components, and duration. The rest of a power entry describes the power’s effect.

\n

Casting Time

\n

Most powers require a single action to cast, but some powers require a bonus action, a reaction, or much more time to cast.

\n

Bonus Action

\n

A power cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the power, provided that you haven’t already taken a bonus action this turn. You can’t cast another power during the same turn, except for a cantrip with a casting time of 1 action.

\n

Reactions

\n

Some powers can be cast as reactions. These powers take a fraction of a second to bring about and are cast in response to some event. If a power can be cast as a reaction, the power description tells you exactly when you can do so.

\n

Longer Casting Times

\n

Certain powers (including powers cast as rituals) require more time to cast: minutes or even hours. When you cast a power with a casting time longer than a single action or reaction, you must spend your action each turn casting the power, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the power fails, but you don’t expend a power slot. If you want to try casting the power again, you must start over.

\n

Range

\n

The target of a power must be within the power’s range. For a power like @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}, the target is a creature. For a power like @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}, the target is the point in space where the ball of fire erupts.

\n

Most powers have ranges expressed in feet. Some powers can target only a creature (including you) that you touch. Other powers, such as the @Compendium[sw5e.powers.z1mx84ONwkXKUZd7]{Shield} power, affect only you. These powers have a range of self.

\n

Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the power’s effect must be you (see “Areas of Effect”).

\n

Once a power is cast, its effects aren’t limited by its range, unless the power’s description says otherwise.

\n

Components

\n

A power’s components are the physical requirements you must meet in order to cast it. Each power’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a power’s components, you are unable to cast the power.

\n

Verbal (V)

\n

Most powers require the chanting of mystic words. The words themselves aren’t the source of the power’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence power, can’t cast a power with a verbal component.

\n

Somatic (S)

\n

Powercasting gestures might include a forceful gesticulation or an intricate set of gestures. If a power requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

\n

Material (M)

\n

Casting some powers requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a powercasting focus (found in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}) in place of the components specified for a power. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the power.

\n

If a power states that a material component is consumed by the power, the caster must provide this component for each casting of the power.

\n

A powercaster must have a hand free to access a power’s material components—or to hold a powercasting focus—but it can be the same hand that he or she uses to perform somatic components.

\n

Duration

\n

A power’s duration is the length of time the power persists. A duration can be expressed in rounds, minutes, hours, or even years. Some powers specify that their effects last until the powers are dipowered or destroyed.

\n

Instantaneous

\n

Many powers are instantaneous. The power harms, heals, creates, or alters a creature or an object in a way that can’t be dipowered, because its magic exists only for an instant.

\n

Concentration

\n

Some powers require you to maintain concentration in order to keep their magic active. If you lose concentration, such a power ends.

\n

If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).

\n

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: 

\n
    \n
  • Casting another power that requires concentration. You lose concentration on a power if you cast another power that requires concentration. You can’t concentrate on two powers at once. 
  • \n
  • Taking damage. Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • \n
  • Being incapacitated or killed. You lose concentration on a power if you are incapacitated or if you die.
  • \n
\n

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.

\n

Targets

\n

A typical power requires you to pick one or more targets to be affected by the power’s magic. A power’s description tells you whether the power targets creatures, objects, or a point of origin for an area of effect (described below).

\n

Unless a power has a perceptible effect, a creature might not know it was targeted by a power at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a power says otherwise.

\n

A Clear Path to the Target

\n

To target something, you must have a clear path to it, so it can’t be behind total cover.

\n

If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

\n

Targeting Yourself

\n

If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you cast, you can target yourself.

\n

Areas of Effect

\n

Powers such as @Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands} and @Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold} cover an area, allowing them to affect multiple creatures at once.

\n

A power’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the power’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or an object.

\n

A power’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the power’s area. To block one of these imaginary lines, an obstruction must provide total cover.

\n

Cone

\n

A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length.

\n

A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

\n

Cube

\n

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.

\n

A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

\n

Cylinder

\n

A cylinder’s point of origin is the center of a circle of a particular radius, as given in the power description. The circle must either be on the ground or at the height of the power effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The power’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

\n

A cylinder’s point of origin is included in the cylinder’s area of effect.

\n

Line

\n

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

\n

A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

\n

Sphere

\n

You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.

\n

A sphere’s point of origin is included in the sphere’s area of effect.

\n

Saving Throws

\n

Many powers specify that a target can make a saving throw to avoid some or all of a power’s effects. The power specifies the ability that the target uses for the save and what happens on a success or failure.

\n

The DC to resist one of your powers equals 8 + your powercasting ability modifier + your proficiency bonus + any special modifiers.

\n

Attack Rolls

\n

Some powers require the caster to make an attack roll to determine whether the power effect hits the intended target. Your attack bonus with a power attack equals your powercasting ability modifier + your proficiency bonus.

\n

Most powers that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

\n

Combining Magical Effects

\n

The effects of different powers add together while the durations of those powers overlap. The effects of the same power cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.

\n

For example, if two clerics cast bless on the same target, that character gains the power’s benefit only once; he or she doesn’t get to roll two bonus dice.

\n
\n

The Schools of Magic

\n

Academies of magic group powers into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all powers, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

\n

The schools of magic help describe powers; they have no rules of their own, although some rules refer to the schools.

\n

Abjuration powers are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

\n

Conjuration powers involve the transportation of objects and creatures from one location to another. Some powers summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

\n

Divination powers reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

\n

Enchantment powers affect the minds of others, influencing or controlling their behavior. Such powers can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

\n

Evocation powers manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

\n

Illusion powers deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

\n

Necromancy powers manipulate the energies of life and death. Such powers can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy powers such as animate dead is not a good act, and only evil casters use such powers frequently.

\n

Transmutation powers change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.

"} +{"_id":"JH4AH5qkr4FNCXnQ","name":"Casting a Power","permission":{"default":0},"folder":"","flags":{},"content":"

When a character casts any power, the same basic rules are followed, regardless of the character’s class or the power’s effects.

\n

Each power description begins with a block of information, including the power’s name, level, school of magic, casting time, range, components, and duration. The rest of a power entry describes the power’s effect.

\n

Casting Time

\n

Most powers require a single action to cast, but some powers require a bonus action, a reaction, or much more time to cast.

\n

Bonus Action

\n

A power cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the power, provided that you haven’t already taken a bonus action this turn. You can’t cast another power during the same turn, except for a cantrip with a casting time of 1 action.

\n

Reactions

\n

Some powers can be cast as reactions. These powers take a fraction of a second to bring about and are cast in response to some event. If a power can be cast as a reaction, the power description tells you exactly when you can do so.

\n

Longer Casting Times

\n

Certain powers (including powers cast as rituals) require more time to cast: minutes or even hours. When you cast a power with a casting time longer than a single action or reaction, you must spend your action each turn casting the power, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the power fails, but you don’t expend a power slot. If you want to try casting the power again, you must start over.

\n

Range

\n

The target of a power must be within the power’s range. For a power like @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}, the target is a creature. For a power like @Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}, the target is the point in space where the ball of fire erupts.

\n

Most powers have ranges expressed in feet. Some powers can target only a creature (including you) that you touch. Other powers, such as the @Compendium[sw5e.powers.z1mx84ONwkXKUZd7]{Shield} power, affect only you. These powers have a range of self.

\n

Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the power’s effect must be you (see “Areas of Effect”).

\n

Once a power is cast, its effects aren’t limited by its range, unless the power’s description says otherwise.

\n

Components

\n

A power’s components are the physical requirements you must meet in order to cast it. Each power’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a power’s components, you are unable to cast the power.

\n

Verbal (V)

\n

Most powers require the chanting of mystic words. The words themselves aren’t the source of the power’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence power, can’t cast a power with a verbal component.

\n

Somatic (S)

\n

Powercasting gestures might include a forceful gesticulation or an intricate set of gestures. If a power requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

\n

Material (M)

\n

Casting some powers requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a powercasting focus (found in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}) in place of the components specified for a power. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the power.

\n

If a power states that a material component is consumed by the power, the caster must provide this component for each casting of the power.

\n

A powercaster must have a hand free to access a power’s material components—or to hold a powercasting focus—but it can be the same hand that he or she uses to perform somatic components.

\n

Duration

\n

A power’s duration is the length of time the power persists. A duration can be expressed in rounds, minutes, hours, or even years. Some powers specify that their effects last until the powers are dipowered or destroyed.

\n

Instantaneous

\n

Many powers are instantaneous. The power harms, heals, creates, or alters a creature or an object in a way that can’t be dipowered, because its magic exists only for an instant.

\n

Concentration

\n

Some powers require you to maintain concentration in order to keep their magic active. If you lose concentration, such a power ends.

\n

If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).

\n

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

\n
    \n
  • Casting another power that requires concentration. You lose concentration on a power if you cast another power that requires concentration. You can’t concentrate on two powers at once.
  • \n
  • Taking damage. Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • \n
  • Being incapacitated or killed. You lose concentration on a power if you are incapacitated or if you die.
  • \n
\n

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.

\n

Targets

\n

A typical power requires you to pick one or more targets to be affected by the power’s magic. A power’s description tells you whether the power targets creatures, objects, or a point of origin for an area of effect (described below).

\n

Unless a power has a perceptible effect, a creature might not know it was targeted by a power at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a power says otherwise.

\n

A Clear Path to the Target

\n

To target something, you must have a clear path to it, so it can’t be behind total cover.

\n

If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

\n

Targeting Yourself

\n

If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you cast, you can target yourself.

\n

Areas of Effect

\n

Powers such as @Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands} and @Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold} cover an area, allowing them to affect multiple creatures at once.

\n

A power’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the power’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or an object.

\n

A power’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the power’s area. To block one of these imaginary lines, an obstruction must provide total cover.

\n

Cone

\n

A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length.

\n

A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

\n

Cube

\n

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.

\n

A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

\n

Cylinder

\n

A cylinder’s point of origin is the center of a circle of a particular radius, as given in the power description. The circle must either be on the ground or at the height of the power effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The power’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

\n

A cylinder’s point of origin is included in the cylinder’s area of effect.

\n

Line

\n

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

\n

A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

\n

Sphere

\n

You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.

\n

A sphere’s point of origin is included in the sphere’s area of effect.

\n

Saving Throws

\n

Many powers specify that a target can make a saving throw to avoid some or all of a power’s effects. The power specifies the ability that the target uses for the save and what happens on a success or failure.

\n

The DC to resist one of your powers equals 8 + your powercasting ability modifier + your proficiency bonus + any special modifiers.

\n

Attack Rolls

\n

Some powers require the caster to make an attack roll to determine whether the power effect hits the intended target. Your attack bonus with a power attack equals your powercasting ability modifier + your proficiency bonus.

\n

Most powers that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

\n

Combining Magical Effects

\n

The effects of different powers add together while the durations of those powers overlap. The effects of the same power cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.

\n

For example, if two clerics cast bless on the same target, that character gains the power’s benefit only once; he or she doesn’t get to roll two bonus dice.

\n
\n

The Schools of Magic

\n

Academies of magic group powers into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all powers, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

\n

The schools of magic help describe powers; they have no rules of their own, although some rules refer to the schools.

\n

Abjuration powers are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

\n

Conjuration powers involve the transportation of objects and creatures from one location to another. Some powers summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

\n

Divination powers reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

\n

Enchantment powers affect the minds of others, influencing or controlling their behavior. Such powers can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

\n

Evocation powers manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

\n

Illusion powers deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

\n

Necromancy powers manipulate the energies of life and death. Such powers can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy powers such as animate dead is not a good act, and only evil casters use such powers frequently.

\n

Transmutation powers change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.

"} {"_id":"K4gCElq0T90cEqyM","name":"01. Beyond 1st Level","permission":{"default":0},"folder":"","flags":{},"content":"

As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

\n

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.

\n

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

\n

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

\n

The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Character Advancement

\n
Experience PointsLevelProficiency Bonus
01+2
3002+2
9003+2
2,7004+2
6,5005+3
14,0006+3
23,0007+3
34,0008+3
48,0009+4
64,00010+4
85,00011+4
100,00012+4
120,00013+5
140,00014+5
165,00015+5
195,00016+5
225,00017+6
265,00018+6
305,00019+6
355,00020+6
","img":"icons/sundries/misc/ladder-improvised.webp"} {"_id":"KJHSCRHWW0UuhtoE","name":"Fly","permission":{"default":0},"folder":"","flags":{},"content":"

A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Player’s Handbook). Such a monster stops hovering when it dies.

"} {"_id":"L41AQiAKzEGSwNK5","name":"05. Equipment","permission":{"default":0},"folder":"","flags":{},"content":"

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

\n

With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

\n

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn.

\n

One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

\n

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.

\n

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Standard Exchange Rates

\n
CoinCPSPEPGPPP
Copper (cp)11/101/501/1001/1,000
Silver (sp)1011/51/101/100
Electrum (ep)50511/21/20
Gold (gp)10010211/10
Platinum (pp)100010020101
\n

@Compendium[sw5e.rules.YUyO7WBD2DSlCBej]{Selling Treasure}

\n

@Compendium[sw5e.rules.ln4KF7662eP93keD]{Armor}

\n

 › Light Armor

\n

 › Medium Armor

\n

 › Heavy Armor

\n

 › Getting Into and Out of Armor

\n

@Compendium[sw5e.rules.VbMVnhcLWO4YX1V9]{Weapons}

\n

 › Weapon Proficiency

\n

 › Weapon Properties

\n

@Compendium[sw5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear}

\n

@Compendium[sw5e.rules.soqKcpGwvId8hQ9r]{Tools}

\n

@Compendium[sw5e.rules.IAlkoC9IZnU1PzrR]{Mounts and Vehicles}

\n

@Compendium[sw5e.rules.pOHY1F2F9Jf9S76B]{Trade Goods}

\n

@Compendium[sw5e.rules.SlXnxASl7xZ7EjSx]{Expenses}

\n

 › Lifestyle Expenses

\n

 › Food, Drink, and Lodging

\n

 › Services

\n

 › Powercasting Services

","img":"icons/sundries/documents/blueprint-helmet.webp"} -{"_id":"MC21HwcEQKaPWJmW","name":"02. Races","permission":{"default":0},"folder":"","flags":{},"content":"

Racial Traits

\n

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

\n

Ability Score Increase

\n

Every race increases one or more of a character’s ability scores.

\n

Age

\n

The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

\n

Alignment

\n

Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

\n

Size

\n

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}.

\n

Speed

\n

Your speed determines how far you can move when traveling (@Compendium[sw5e.rules.87bCRbO4gFLQJXX4]{Adventuring}) and fighting (@Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Combat}).

\n

Languages

\n

By virtue of your race, your character can speak, read, and write certain languages.

\n

Subraces

\n

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. 

\n

Dwarf

\n

@Compendium[sw5e.races.6N31WSez2szqQcIQ]{Dwarf}

\n

@Compendium[sw5e.races.UQiRQUTBcsz8gZU1]{Hill Dwarf}

\n

Elf

\n

@Compendium[sw5e.races.rAGnsfgw3ZqAme1v]{Elf}

\n

@Compendium[sw5e.races.A69KxdH1renVPrQV]{High Elf}

\n

Halfling

\n

@Compendium[sw5e.races.GH2dNne2bt1NjcJk]{Halfling}

\n

@Compendium[sw5e.races.ZgYBjYYfiUstQD6f]{Lightfoot}

\n

Human

\n

@Compendium[sw5e.races.ydP3QzCmur55mtY2]{Human}

\n

Dragonborn

\n

@Compendium[sw5e.races.K4DNDcR6vngbp0pf]{Dragonborn}

\n

Gnome

\n

@Compendium[sw5e.races.kmRnMETG5hB9Bmwu]{Gnome}

\n

@Compendium[sw5e.races.TZtarkKs6cgGD7z2]{Rock Gnome}

\n

Half-Elf

\n

@Compendium[sw5e.races.Hye5IZwPOSwV0qRR]{Half-Elf}

\n

Half-Orc

\n

@Compendium[sw5e.races.n5L000DkNBU6h2oJ]{Half-Orc}

\n

Tiefling

\n

@Compendium[sw5e.races.aHTokZ151W0ASSmo]{Tiefling}

","img":"icons/environment/people/group.webp"} +{"_id":"MC21HwcEQKaPWJmW","name":"02. Races","permission":{"default":0},"folder":"","flags":{},"content":"

Racial Traits

\n

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

\n

Ability Score Increase

\n

Every race increases one or more of a character’s ability scores.

\n

Age

\n

The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

\n

Alignment

\n

Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

\n

Size

\n

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}.

\n

Speed

\n

Your speed determines how far you can move when traveling (@Compendium[sw5e.rules.87bCRbO4gFLQJXX4]{Adventuring}) and fighting (@Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Combat}).

\n

Languages

\n

By virtue of your race, your character can speak, read, and write certain languages.

\n

Subraces

\n

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.

\n

Dwarf

\n

@Compendium[sw5e.races.6N31WSez2szqQcIQ]{Dwarf}

\n

@Compendium[sw5e.races.UQiRQUTBcsz8gZU1]{Hill Dwarf}

\n

Elf

\n

@Compendium[sw5e.races.rAGnsfgw3ZqAme1v]{Elf}

\n

@Compendium[sw5e.races.A69KxdH1renVPrQV]{High Elf}

\n

Halfling

\n

@Compendium[sw5e.races.GH2dNne2bt1NjcJk]{Halfling}

\n

@Compendium[sw5e.races.ZgYBjYYfiUstQD6f]{Lightfoot}

\n

Human

\n

@Compendium[sw5e.races.ydP3QzCmur55mtY2]{Human}

\n

Dragonborn

\n

@Compendium[sw5e.races.K4DNDcR6vngbp0pf]{Dragonborn}

\n

Gnome

\n

@Compendium[sw5e.races.kmRnMETG5hB9Bmwu]{Gnome}

\n

@Compendium[sw5e.races.TZtarkKs6cgGD7z2]{Rock Gnome}

\n

Half-Elf

\n

@Compendium[sw5e.races.Hye5IZwPOSwV0qRR]{Half-Elf}

\n

Half-Orc

\n

@Compendium[sw5e.races.n5L000DkNBU6h2oJ]{Half-Orc}

\n

Tiefling

\n

@Compendium[sw5e.races.aHTokZ151W0ASSmo]{Tiefling}

","img":"icons/environment/people/group.webp"} {"_id":"MOk1rkF0DeJlcC4l","name":"Unconscious","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • An unconscious creature is @Compendium[sw5e.rules.Incapacitated], can’t move or speak, and is unaware of its surroundings
  • \n
  • The creature drops whatever it’s holding and falls prone.
  • \n
  • The creature automatically fails Strength and Dexterity saving throws.
  • \n
  • Attack rolls against the creature have advantage.
  • \n
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
  • \n
"} {"_id":"MPeAbrndRwp12KBS","name":"Ranger Powers","permission":{"default":0},"flags":{},"content":"

1st Level

\n

@Compendium[sw5e.powers.7p9IuWrSWFgfyQo2]{Alarm}

\n

@Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship}

\n

@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}

\n

@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}

\n

@Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}

\n

@Compendium[sw5e.powers.IBJmWjzbQGu7M4UX]{Fog Cloud}

\n

@Compendium[sw5e.powers.Qf6CAZkc7ms4ZY3e]{Goodberry}

\n

@Compendium[sw5e.powers.0xmXiPiuYws1OGcX]{Hunter's Mark}

\n

@Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump}

\n

@Compendium[sw5e.powers.B0pnIcc52O6G8hi8]{Longstrider}

\n

@Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals}

\n

2nd Level

\n

@Compendium[sw5e.powers.X8w9EzYLGc4vQ1H2]{Animal Messenger}

\n

@Compendium[sw5e.powers.JPwIEfgUPVebr5AH]{Barkskin}

\n

@Compendium[sw5e.powers.hJ6ZiA3fpoY8v9cp]{Darkvision}

\n

@Compendium[sw5e.powers.KrM3oHVv13RAALrS]{Find Traps}

\n

@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}

\n

@Compendium[sw5e.powers.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants}

\n

@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}

\n

@Compendium[sw5e.powers.pRMvmknwLf2tdMTj]{Pass without Trace}

\n

@Compendium[sw5e.powers.MAxM77CDUu8dgIRQ]{Protection from Poison}

\n

@Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}

\n

@Compendium[sw5e.powers.9gYGkrL6qFTsE6fw]{Spike Growth}

\n

3rd Level

\n

@Compendium[sw5e.powers.1Drt0SHxbEAHxprN]{Conjure Animals}

\n

@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}

\n

@Compendium[sw5e.powers.aU62xVUBYkAQWIHv]{Nondetection}

\n

@Compendium[sw5e.powers.YWtwzp6ZnQJMEmVW]{Plant Growth}

\n

@Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}

\n

@Compendium[sw5e.powers.2VXGS206tuChoeXy]{Speak with Plants}

\n

@Compendium[sw5e.powers.13uVuBQP6VaiSPvC]{Water Breathing}

\n

@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}

\n

@Compendium[sw5e.powers.ew6GA8dJy2spQmFW]{Wind Wall}

\n

4th Level

\n

@Compendium[sw5e.powers.dEfSELiY1eO3cpX9]{Conjure Woodland Beings}

\n

@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}

\n

@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}

\n

@Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin}

\n

5th Level

\n

@Compendium[sw5e.powers.dp6xny4v8PDoIGjh]{Commune with Nature}

\n

@Compendium[sw5e.powers.DUBgwHPakcLDkB6W]{Tree Stride}

"} {"_id":"MzNASNCgB0Qi2m8p","name":"Tremorsense","permission":{"default":0},"flags":{},"content":"

A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.

"} {"_id":"PaKUefllxSnLDjaI","name":"Proficiency Bonus","permission":{"default":0},"folder":"","flags":{},"content":"

Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

\n

Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

\n

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s @Compendium[sw5e.classfeatures.3sYPftQKnbbVnHrh]{Expertise} feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

\n

By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

\n

In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.

"} -{"_id":"QRKWz3p6v9Rl1Tzh","name":"Restrained ","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. 
  • \n
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • \n
  • The creature has disadvantage on Dexterity saving throws.
  • \n
"} -{"_id":"SlXnxASl7xZ7EjSx","name":"Expenses","permission":{"default":0},"folder":"","flags":{},"content":"

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

\n

Lifestyle Expenses

\n

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

\n

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.

\n

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Lifestyle Expenses

\n
LifestylePrice/Day
Wretched
Squalid1 sp
Poor2 sp
Modest1 gp
Comfortable2 gp
Wealthy4 gp
Aristocratic10 gp minimum
\n

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

\n

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

\n

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

\n

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

\n

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

\n

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

\n

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

\n
\n

Self-Sufficiency

\n

The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford—paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

\n

Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.

\n
\n

Food, Drink, and Lodging

\n

The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Food, Drink, and Lodging

\n
ItemCost
Ale 
     Gallon2 sp
     Mug4 cp
Banquet (per person)10 gp
Bread, loaf2 cp
Cheese, hunk1 sp
Inn stay (per day) 
     Squalid7 cp
     Poor1 sp
     Modest5 sp
     Comfortable8 sp
     Wealthy2 gp
     Aristocratic4 gp
Meals (per day) 
     Squalid3 cp
     Poor6 cp
     Modest3 sp
     Comfortable5 sp
     Wealthy8 sp
     Aristocratic2 gp
Meat, chunk3 sp
Wine 
     Common (pitcher)2 sp
     Fine (bottle)10 gp
\n

Services

\n

Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

\n

Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest power. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.

\n

Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Services

\n
ServicePay
Coach cab 
     Between towns3 cp per mile
     Within a city1 cp
Hireling 
     Skilled2 gp per day
     Untrained2 sp per day
Messenger2 cp per mile
Road or gate toll1 cp
Ship’s passage1 sp per mile
\n

Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

\n

Powercasting Services

\n

People who are able to cast powers don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a power in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired power, the harder it is to find someone who can cast it and the more it costs.

\n

Hiring someone to cast a relatively common power of 1st or 2nd level, such as @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} or @Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level power might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the powercaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

"} -{"_id":"TJvGym7bf4quBEXg","name":"Objects","permission":{"default":0},"folder":"","flags":{},"content":"

When characters need to saw through ropes, shatter a window, or smash a vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.

\n

For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.

\n

Statistics for Objects

\n

When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.

\n

Armor Class. An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Object Armor Class

\n
SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
\n

Hit Points. An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Object Hit Points

\n
SizeFragileResilient
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10-ft.-by-10-ft. window)5 (1d10)27 (5d10)
\n

Huge and Gargantuan Objects. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an @Compendium[sw5e.powers.x5JNBSyIBBZsjcGT]{Earthquake} power can reduce a colossus to rubble. You can track a Huge or Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section’s hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.

\n

Objects and Damage Types. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment.

\n

Damage Threshold. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points.

"} +{"_id":"QRKWz3p6v9Rl1Tzh","name":"Restrained ","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • \n
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • \n
  • The creature has disadvantage on Dexterity saving throws.
  • \n
"} +{"_id":"SlXnxASl7xZ7EjSx","name":"Expenses","permission":{"default":0},"folder":"","flags":{},"content":"

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

\n

Lifestyle Expenses

\n

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

\n

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.

\n

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Lifestyle Expenses

\n
LifestylePrice/Day
Wretched
Squalid1 sp
Poor2 sp
Modest1 gp
Comfortable2 gp
Wealthy4 gp
Aristocratic10 gp minimum
\n

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

\n

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

\n

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

\n

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

\n

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

\n

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

\n

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

\n
\n

Self-Sufficiency

\n

The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford—paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

\n

Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.

\n
\n

Food, Drink, and Lodging

\n

The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Food, Drink, and Lodging

\n
ItemCost
Ale
Gallon2 sp
Mug4 cp
Banquet (per person)10 gp
Bread, loaf2 cp
Cheese, hunk1 sp
Inn stay (per day)
Squalid7 cp
Poor1 sp
Modest5 sp
Comfortable8 sp
Wealthy2 gp
Aristocratic4 gp
Meals (per day)
Squalid3 cp
Poor6 cp
Modest3 sp
Comfortable5 sp
Wealthy8 sp
Aristocratic2 gp
Meat, chunk3 sp
Wine
Common (pitcher)2 sp
Fine (bottle)10 gp
\n

Services

\n

Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

\n

Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest power. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.

\n

Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Services

\n
ServicePay
Coach cab
Between towns3 cp per mile
Within a city1 cp
Hireling
Skilled2 gp per day
Untrained2 sp per day
Messenger2 cp per mile
Road or gate toll1 cp
Ship’s passage1 sp per mile
\n

Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

\n

Powercasting Services

\n

People who are able to cast powers don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a power in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired power, the harder it is to find someone who can cast it and the more it costs.

\n

Hiring someone to cast a relatively common power of 1st or 2nd level, such as @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds} or @Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level power might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the powercaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

"} +{"_id":"TJvGym7bf4quBEXg","name":"Objects","permission":{"default":0},"folder":"","flags":{},"content":"

When characters need to saw through ropes, shatter a window, or smash a vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.

\n

For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.

\n

Statistics for Objects

\n

When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.

\n

Armor Class. An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.

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\n

Object Armor Class

\n
SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
\n

Hit Points. An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.

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\n

Object Hit Points

\n
SizeFragileResilient
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10-ft.-by-10-ft. window)5 (1d10)27 (5d10)
\n

Huge and Gargantuan Objects. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an @Compendium[sw5e.powers.x5JNBSyIBBZsjcGT]{Earthquake} power can reduce a colossus to rubble. You can track a Huge or Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section’s hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.

\n

Objects and Damage Types. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment.

\n

Damage Threshold. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points.

"} {"_id":"TiD5vnNql12Wh3Pn","name":"Stunned","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A stunned creature is @Compendium[sw5e.rules.Incapacitated], can’t move, and can speak only falteringly.
  • \n
  • The creature automatically fails Strength and Dexterity saving throws.
  • \n
  • Attack rolls against the creature have advantage.
  • \n
"} -{"_id":"VbMVnhcLWO4YX1V9","name":"Weapons","permission":{"default":0},"folder":"","flags":{},"content":"

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

\n

The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

\n

Weapon Proficiency

\n

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

\n

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

\n

Weapon Properties

\n

Many weapons have special properties related to their use, as shown in the Weapons table.

\n

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

\n

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way

\n

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

\n

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

\n

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

\n

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

\n

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

\n

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

\n

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

\n

Two-Handed. This weapon requires two hands when you attack with it.

\n

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

\n

Improvised Weapons

\n

Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

\n

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

\n

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

\n

Silvered Weapons

\n

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

\n

Special Weapons

\n

Weapons with special rules are described here.

\n

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

\n

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

\n

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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NameCostDamageWeightProperties
Simple Melee Weapons    
     Club1 sp1d4 bludgeoning2 lb.Light
     Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
     Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
     Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
     Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)
     Light hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
     Mace5 gp1d6 bludgeoning4 lb.
     Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
     Sickle1 gp1d4 slashing2 lb.Light
     Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons    
     Crossbow, light25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
     Dart5 cp1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
     Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
     Sling1 sp1d4 bludgeoningAmmunition (range 30/120)
Martial Melee Weapons    
     Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
     Flail10 gp1d8 bludgeoning2 lb.
     Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handed
     Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
     Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
     Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handed
     Lance10 gp1d12 piercing6 lb.Reach, special
     ongsword15 gp1d8 slashing3 lb.Versatile (1d10)
     Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
     Morningstar15 gp1d8 piercing4 lb.
     Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handed
     Rapier25 gp1d8 piercing2 lb.Finesse
     Scimitar25 gp1d6 slashing3 lb.Finesse, light
     Shortsword10 gp1d6 piercing2 lb.Finesse, light
     Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
     War pick5 gp1d8 piercing2 lb.
     Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
     Whip2 gp1d4 slashing3 lb.Finesse, reach
Martial Ranged Weapons    
     Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loading
     Crossbow, hand75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
     Crossbow, heavy50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
     Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
     Net1 gp3 lb.Special, thrown (range 5/15)
"} +{"_id":"VbMVnhcLWO4YX1V9","name":"Weapons","permission":{"default":0},"folder":"","flags":{},"content":"

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

\n

The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

\n

Weapon Proficiency

\n

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

\n

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

\n

Weapon Properties

\n

Many weapons have special properties related to their use, as shown in the Weapons table.

\n

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

\n

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way

\n

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

\n

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

\n

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

\n

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

\n

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

\n

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

\n

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

\n

Two-Handed. This weapon requires two hands when you attack with it.

\n

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

\n

Improvised Weapons

\n

Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

\n

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

\n

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

\n

Silvered Weapons

\n

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

\n

Special Weapons

\n

Weapons with special rules are described here.

\n

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

\n

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

\n

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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NameCostDamageWeightProperties
Simple Melee Weapons
Club1 sp1d4 bludgeoning2 lb.Light
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)
Light hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5 gp1d6 bludgeoning4 lb.
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1 gp1d4 slashing2 lb.Light
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Dart5 cp1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1 sp1d4 bludgeoningAmmunition (range 30/120)
Martial Melee Weapons
Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
Flail10 gp1d8 bludgeoning2 lb.
Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Lance10 gp1d12 piercing6 lb.Reach, special
ongsword15 gp1d8 slashing3 lb.Versatile (1d10)
Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar15 gp1d8 piercing4 lb.
Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handed
Rapier25 gp1d8 piercing2 lb.Finesse
Scimitar25 gp1d6 slashing3 lb.Finesse, light
Shortsword10 gp1d6 piercing2 lb.Finesse, light
Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
War pick5 gp1d8 piercing2 lb.
Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
Whip2 gp1d4 slashing3 lb.Finesse, reach
Martial Ranged Weapons
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loading
Crossbow, hand75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
Crossbow, heavy50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1 gp3 lb.Special, thrown (range 5/15)
"} {"_id":"XCsWCaIAGKSp4l1L","name":"11. DM Tools","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.XCT2IPhoKgWUX4xZ"}},"content":"

@Compendium[sw5e.rules.I70MQGSOHJicYgLC]{Traps}

\n

 › Traps in Play

\n

 › Sample Traps

\n

@Compendium[sw5e.rules.Zqh1063GdJVTvoGd]{Diseases}

\n

 › Sample Diseases

\n

@Compendium[sw5e.rules.5k4FvK4usg7JXoZo]{Madness}

\n

 › Going Mad

\n

 › Madness Effects

\n

 › Curing Madness

\n

@Compendium[sw5e.rules.TJvGym7bf4quBEXg]{Objects}

\n

@Compendium[sw5e.rules.6HGktrdtUUPc4Ujj]{Poisons}

\n

 › Sample Poisons

\n

@Compendium[sw5e.rules.szHg2dwyoTwXEVnx]{Magic Items}

\n

 › Attunement

\n

 › Wearing and Wielding Items

\n

 › Activating an Item

\n

 › @Compendium[sw5e.rules.047BvjZASKrbxwTo]{Magic Items A-Z}

\n

 › Sentient Magic Items

\n

 › Artifacts

\n

@Compendium[sw5e.rules.ZGpcG1YEtKIXPMvI]{Monsters}

","img":"icons/environment/traps/trap-jaw-green.webp"} {"_id":"XnDPIa0MLWhGvuQg","name":"Deafened","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.
  • \n
"} {"_id":"XoqL0uB0p6oDroEY","name":"06. Customization Options","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.1JaWaUBb7zHY3qAB"}},"content":"

@Compendium[sw5e.rules.EUz4asMc70JCswio]{Multiclassing}

\n

 › Prerequisites

\n

 › Experience Points

\n

 › Hit Points and Hit Dice

\n

 › Proficiency Bonus

\n

 › Proficiencies

\n

 › Class Features

\n

@Compendium[sw5e.rules.F8iHVJAIMCTLClx3]{Feats}

\n

 › Grappler

","img":"icons/sundries/documents/document-bound-white.webp"} -{"_id":"Y7UCgFzAGdCPR82z","name":"Alignment","permission":{"default":0},"folder":"","flags":{},"content":"

A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

\n

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

\n

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

\n

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.

\n

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.

\n

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.

\n

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.

\n

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.

\n

Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

\n

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.

\n

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

\n

Alignment in the Multiverse

\n

For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the goodaligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.

\n

The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)

\n

Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.

\n

Most creatures that lack the capacity for rational thought do not have alignments—they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.

"} -{"_id":"YUyO7WBD2DSlCBej","name":"Selling Treasure","permission":{"default":0},"folder":"","flags":{},"content":"

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

\n

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

\n

Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or powers to purchase. The value of magic is far beyond simple gold and should always be treated as such.

\n

Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

\n

Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.

"} -{"_id":"YnBURsGSxWYiMVxw","name":"Appendix PH-C: The Planes of Existence","permission":{"default":0},"folder":"","flags":{},"content":"

The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.

\n

Many powers and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.

\n

The Material Plane

\n

The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.

\n

The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.

\n

Beyond the Material

\n

Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They’re not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.

\n

Planar Travel

\n

When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.

\n

Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a power or by using a planar portal.

\n

Powers. A number of powers allow direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. @Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness} allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the @Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection} power lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.

\n

Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fogshrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).

\n

Transitive Planes

\n

The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Powers such as etherealness and astral projection allow characters to enter these planes and traverse them to reach the planes beyond.

\n

The Ethereal Plane is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the @Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility} and @Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing} power grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as @Compendium[sw5e.powers.Y7uWUO4yqUN0JKl0]{Forcecage} and @Compendium[sw5e.powers.o9ZCvuD2B1OTcubb]{Wall of Force}. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.

\n

The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. 

\n

Inner Planes

\n

The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four Elemental Planes—Air, Earth, Fire, and Water—form a ring around the Material Plane, suspended within the churning Elemental Chaos.

\n

At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form—great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos. 

\n

Outer Planes

\n

If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities. 

\n

When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.

\n

Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.

\n

Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day—if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.

\n

The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.

\n

Outer Planes

\n

The planes with some element of good in their nature are called the Upper Planes. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the Lower Planes. Fiends such as demons and devils dwell in the Lower Planes. A plane’s alignment is its essence, and a character whose alignment doesn’t match the plane’s experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.

\n

Demiplanes

\n

Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by powers, such as demiplane, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a @Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift} power can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate} power is more reliable, assuming the caster knows of the demiplane.

"} +{"_id":"Y7UCgFzAGdCPR82z","name":"Alignment","permission":{"default":0},"folder":"","flags":{},"content":"

A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

\n

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

\n

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

\n

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.

\n

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.

\n

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.

\n

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.

\n

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.

\n

Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

\n

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.

\n

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

\n

Alignment in the Multiverse

\n

For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the goodaligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.

\n

The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)

\n

Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.

\n

Most creatures that lack the capacity for rational thought do not have alignments—they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.

"} +{"_id":"YUyO7WBD2DSlCBej","name":"Selling Treasure","permission":{"default":0},"folder":"","flags":{},"content":"

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

\n

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

\n

Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or powers to purchase. The value of magic is far beyond simple gold and should always be treated as such.

\n

Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

\n

Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.

"} +{"_id":"YnBURsGSxWYiMVxw","name":"Appendix PH-C: The Planes of Existence","permission":{"default":0},"folder":"","flags":{},"content":"

The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.

\n

Many powers and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.

\n

The Material Plane

\n

The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.

\n

The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.

\n

Beyond the Material

\n

Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They’re not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.

\n

Planar Travel

\n

When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.

\n

Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a power or by using a planar portal.

\n

Powers. A number of powers allow direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. @Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness} allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the @Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection} power lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.

\n

Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fogshrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).

\n

Transitive Planes

\n

The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Powers such as etherealness and astral projection allow characters to enter these planes and traverse them to reach the planes beyond.

\n

The Ethereal Plane is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the @Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility} and @Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing} power grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as @Compendium[sw5e.powers.Y7uWUO4yqUN0JKl0]{Forcecage} and @Compendium[sw5e.powers.o9ZCvuD2B1OTcubb]{Wall of Force}. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.

\n

The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.

\n

Inner Planes

\n

The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four Elemental Planes—Air, Earth, Fire, and Water—form a ring around the Material Plane, suspended within the churning Elemental Chaos.

\n

At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form—great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.

\n

Outer Planes

\n

If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.

\n

When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.

\n

Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.

\n

Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day—if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.

\n

The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.

\n

Outer Planes

\n

The planes with some element of good in their nature are called the Upper Planes. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the Lower Planes. Fiends such as demons and devils dwell in the Lower Planes. A plane’s alignment is its essence, and a character whose alignment doesn’t match the plane’s experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.

\n

Demiplanes

\n

Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by powers, such as demiplane, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a @Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift} power can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The @Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate} power is more reliable, assuming the caster knows of the demiplane.

"} {"_id":"YokpQUkuJwUB0wpy","name":"Languages","permission":{"default":0},"folder":"","flags":{},"content":"

Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

\n

Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.

\n

Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Standard Languages

\n
LanguageTypical SpeakersScript
CommonHumansCommon
DwarvishDwarvesDwarvish
ElvishElvesElvish
GiantOgres, giantsDwarvish
GnomishGnomesDwarvish
GoblinGoblinoidsDwarvish
HalflingHalflingsCommon
OrcOrcsDwarvish
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Exotic Languages

\n
LanguageTypical SpeakersScript
AbyssalDemonsInfernal
CelestialCelestialsCelestial
DraconicDragons, dragonbornDraconic
Deep SpeechAboleths, cloakers
InfernalDevilsInfernal
PrimordialElementalsDwarvish
SylvanFey creaturesElvish
UndercommonUnderworld tradersElvish
"} -{"_id":"ZGpcG1YEtKIXPMvI","name":"Monsters","permission":{"default":0},"folder":"","flags":{},"content":"

A monster’s statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster.

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Size

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A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the Player’s Handbook for more information on creature size and space.

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Size Categories

\n
SizeSpaceExamples
Tiny2½ by 2½ ft.Imp, sprite
Small5 by 5 ft.Giant rat, goblin
Medium5 by 5 ft.Orc, werewolf
Large10 by 10 ft.Hippogriff, ogre
Huge15 by 15 ft.Fire giant, treant
Gargantuan20 by 20 ft. or largerKraken, purple worm
\n
\n

Modifying Creatures

\n

Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.

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Type

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A monster’s type speaks to its fundamental nature. Certain powers, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.

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The game includes the following monster types, which have no rules of their own.

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Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.

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Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.

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Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

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Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.

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Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

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Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers and invisible stalkers.

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Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.

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Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.

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Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

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Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn powercasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

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Monstrosities are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.

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Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.

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Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.

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Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.

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Tags

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A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.

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Alignment

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A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the Player’s Handbook for descriptions of the different alignments.

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The alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you.

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Some creatures can have any alignment. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.

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Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don’t have an alignment.

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Armor Class

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A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.

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Hit Points

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A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the Player’s Handbook.

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A monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).

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A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.

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Hit Dice by Size

\n
Monster SizeHit DieAverage HP per Die
Tinyd4
Smalld6
Mediumd8
Larged10
Huged12
Gargantuand2010½
\n

A monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).

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Speed

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A monster’s speed tells you how far it can move on its turn. For more information on speed, see the Player’s Handbook.

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All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.

\n

Some creatures have one or more of the following additional movement modes.

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@Compendium[sw5e.rules.treKHmCjr4aQiVyd]{Burrow}

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@Compendium[sw5e.rules.cvRB5qT2M8wVUGRb]{Climb}

\n

@Compendium[sw5e.rules.KJHSCRHWW0UuhtoE]{Fly}

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@Compendium[sw5e.rules.J9ppEykIQxUIarUj]{Swim}

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Ability Scores

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Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the Player’s Handbook.

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Saving Throws

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The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent.

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A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).

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Proficiency Bonus by Challenge Rating

\n
ChallengeProficiency Bonus
0+ 2
1/8+ 2
1/4+ 2
1/2+ 2
1+ 2
2+ 2
3+ 2
4+ 2
5+ 3
6+ 3
7+ 3
8+ 3
9+ 4
10+ 4
11+ 4
12+ 4
13+ 5
14+ 5
15+ 5
16+ 5
17+ 6
18+ 6
19+ 6
20+ 6
21+ 7
22+ 7
23+ 7
24+ 7
25+ 8
26+ 8
27+ 8
28+ 8
29+ 9
30+ 9
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Skills

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The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.

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A skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.

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Armor, Weapon, and Tool Proficiencies

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Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.

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For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.

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See the Player’s Handbook for rules on using armor or weapons without proficiency.

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Vulnerabilities, Resistances, and Immunities

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Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a power, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.

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Senses

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The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.

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@Compendium[sw5e.rules.oag7MR9Omacmhzb7]{Blindsight}

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@Compendium[sw5e.rules.10RNSKCH2hTja3DG]{Darkvision}

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@Compendium[sw5e.rules.MzNASNCgB0Qi2m8p]{Tremorsense}

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@Compendium[sw5e.rules.eeQ4uW3yMwnbIYVs]{Truesight}

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Languages

\n

The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language. 

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Telepathy

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Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

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A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.

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A creature within the area of an @Compendium[sw5e.powers.Eon0jzGzQRNluTPQ]{Antimagic Field} or in any other location where magic doesn’t function can’t send or receive telepathic messages.

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Challenge

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A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.

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Monsters that are significantly weaker than 1st-level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.

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Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.

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Experience Points

\n

The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.

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Unless something tells you otherwise, a monster summoned by a power or other magical ability is worth the XP noted in its stat block.

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Experience Points by Challenge Rating

\n
ChallengeXP
00 or 10
1/825
1/450
1/2100
1200
2450
3700
41,100
51,800
62,300
72,900
83,900
95,000
105,900
117,200
128,400
1310,000
1411,500
1513,000
1615,000
1718,000
1820,000
1922,000
2025,000
2133,000
2241,000
2350,000
2462,000
2575,000
2690,000
27105,000
28120,000
29135,000
30155,000
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Special Traits

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Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.

\n

Innate Powercasting

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A monster with the innate ability to cast powers has the Innate Powercasting special trait. Unless noted otherwise, an innate power of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating.

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An innate power can have special rules or restrictions. For example, a drow mage can innately cast the @Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate} power, but the power has a “self only” restriction, which means that the power affects only the drow mage.

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A monster’s innate powers can’t be swapped out with other powers. If a monster’s innate powers don’t require attack rolls, no attack bonus is given for them.

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Powercasting

\n

A monster with the Powercasting special trait has a powercaster level and power slots, which it uses to cast its powers of 1st level and higher (as explained in the Player’s Handbook). The powercaster level is also used for any cantrips included in the feature.

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The monster has a list of powers known or prepared from a specific class. The list might also include powers from a feature in that class, such as the @Compendium[sw5e.classfeatures.x637K2Icp2ZFM1TB]{Divine Domain} feature of the cleric or the @Compendium[sw5e.classfeatures.u6Du2P9s81SWuGbi]{Druid Circle} feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its power list.

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A monster can cast a power from its list at a higher level if it has the power slot to do so. For example, a drow mage with the 3rd-level @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt} power can cast it as a 5th-level power by using one of its 5th-level power slots.

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You can change the powers that a monster knows or has prepared, replacing any power on its power list with a power of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating

\n

Psionics

\n

A monster that casts powers using only the power of its mind has the psionics tag added to its Powercasting or Innate Powercasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its powers.

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Actions

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When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the Player’s Handbook.

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Melee and Ranged Attacks

\n

The most common actions that a monster will take in combat are melee and ranged attacks. These can be power attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the Player’s Handbook.

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Creature vs. Target. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.

\n

Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.

\n

Miss. If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” notation.

\n

Multiattack

\n

A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack.

\n

Ammunition

\n

A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.

\n

Reactions

\n

If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.

\n

Limited Usage

\n

Some special abilities have restrictions on the number of times they can be used.

\n

X/Day. The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again.

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Recharge X–Y. The notation “Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.

\n

For example, “Recharge 5–6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.

\n

Recharge after a Short or Long Rest. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.

\n
\n

Grapple Rules for Monsters

\n

Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.

\n

A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.

\n
\n

Equipment

\n

A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.

\n

You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.

\n

If a powercasting monster needs material components to cast its powers, assume that it has the material components it needs to cast the powers in its stat block.

\n

Legendary Creatures

\n

A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around.

\n

If a creature assumes the form of a legendary creature, such as through a power, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.

\n

Legendary Actions

\n

A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.

\n

A Legendary Creature’s Lair

\n

A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.

\n

Lair Actions

\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n

Regional Effects

\n

The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.

"} -{"_id":"ZkXz0qdkNBkKE6tN","name":"Prone","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. 
  • \n
  • The creature has disadvantage on attack rolls. 
  • \n
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
  • \n
"} -{"_id":"Zqh1063GdJVTvoGd","name":"Diseases","permission":{"default":0},"folder":"","flags":{},"content":"

A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts powers.

\n

A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.

\n

A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.

\n

Sample Diseases

\n

The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.

\n

Cackle Fever

\n

This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”

\n

Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured.

\n

Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.

\n

Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.

\n

At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later.

\n

Sewer Plague

\n

Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.

\n

When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.

\n

It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.

\n

At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

\n

Sight Rot

\n

This painful infection causes bleeding from the eyes and eventually blinds the victim.

\n

A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} or @Compendium[sw5e.powers.qcYitWoSMTnKkzM1]{Heal}.

\n

Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.

"} +{"_id":"ZGpcG1YEtKIXPMvI","name":"Monsters","permission":{"default":0},"folder":"","flags":{},"content":"

A monster’s statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster.

\n

Size

\n

A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the Player’s Handbook for more information on creature size and space.

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\n

Size Categories

\n
SizeSpaceExamples
Tiny2½ by 2½ ft.Imp, sprite
Small5 by 5 ft.Giant rat, goblin
Medium5 by 5 ft.Orc, werewolf
Large10 by 10 ft.Hippogriff, ogre
Huge15 by 15 ft.Fire giant, treant
Gargantuan20 by 20 ft. or largerKraken, purple worm
\n
\n

Modifying Creatures

\n

Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.

\n
\n

Type

\n

A monster’s type speaks to its fundamental nature. Certain powers, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.

\n

The game includes the following monster types, which have no rules of their own.

\n

Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.

\n

Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.

\n

Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

\n

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.

\n

Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

\n

Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers and invisible stalkers.

\n

Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.

\n

Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.

\n

Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

\n

Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn powercasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

\n

Monstrosities are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.

\n

Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.

\n

Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.

\n

Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.

\n

Tags

\n

A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.

\n

Alignment

\n

A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the Player’s Handbook for descriptions of the different alignments.

\n

The alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you.

\n

Some creatures can have any alignment. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.

\n

Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don’t have an alignment.

\n

Armor Class

\n

A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.

\n

Hit Points

\n

A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the Player’s Handbook.

\n

A monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).

\n

A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.

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\n

Hit Dice by Size

\n
Monster SizeHit DieAverage HP per Die
Tinyd4
Smalld6
Mediumd8
Larged10
Huged12
Gargantuand2010½
\n

A monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).

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Speed

\n

A monster’s speed tells you how far it can move on its turn. For more information on speed, see the Player’s Handbook.

\n

All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.

\n

Some creatures have one or more of the following additional movement modes.

\n

@Compendium[sw5e.rules.treKHmCjr4aQiVyd]{Burrow}

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@Compendium[sw5e.rules.cvRB5qT2M8wVUGRb]{Climb}

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@Compendium[sw5e.rules.KJHSCRHWW0UuhtoE]{Fly}

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@Compendium[sw5e.rules.J9ppEykIQxUIarUj]{Swim}

\n

Ability Scores

\n

Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the Player’s Handbook.

\n

Saving Throws

\n

The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent.

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A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).

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Proficiency Bonus by Challenge Rating

\n
ChallengeProficiency Bonus
0+ 2
1/8+ 2
1/4+ 2
1/2+ 2
1+ 2
2+ 2
3+ 2
4+ 2
5+ 3
6+ 3
7+ 3
8+ 3
9+ 4
10+ 4
11+ 4
12+ 4
13+ 5
14+ 5
15+ 5
16+ 5
17+ 6
18+ 6
19+ 6
20+ 6
21+ 7
22+ 7
23+ 7
24+ 7
25+ 8
26+ 8
27+ 8
28+ 8
29+ 9
30+ 9
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Skills

\n

The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.

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A skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.

\n
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Armor, Weapon, and Tool Proficiencies

\n

Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.

\n

For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.

\n

See the Player’s Handbook for rules on using armor or weapons without proficiency.

\n
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Vulnerabilities, Resistances, and Immunities

\n

Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a power, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.

\n

Senses

\n

The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.

\n

@Compendium[sw5e.rules.oag7MR9Omacmhzb7]{Blindsight}

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@Compendium[sw5e.rules.10RNSKCH2hTja3DG]{Darkvision}

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@Compendium[sw5e.rules.MzNASNCgB0Qi2m8p]{Tremorsense}

\n

@Compendium[sw5e.rules.eeQ4uW3yMwnbIYVs]{Truesight}

\n

Languages

\n

The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.

\n

Telepathy

\n

Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

\n

A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.

\n

A creature within the area of an @Compendium[sw5e.powers.Eon0jzGzQRNluTPQ]{Antimagic Field} or in any other location where magic doesn’t function can’t send or receive telepathic messages.

\n

Challenge

\n

A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.

\n

Monsters that are significantly weaker than 1st-level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.

\n

Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.

\n

Experience Points

\n

The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.

\n

Unless something tells you otherwise, a monster summoned by a power or other magical ability is worth the XP noted in its stat block.

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Experience Points by Challenge Rating

\n
ChallengeXP
00 or 10
1/825
1/450
1/2100
1200
2450
3700
41,100
51,800
62,300
72,900
83,900
95,000
105,900
117,200
128,400
1310,000
1411,500
1513,000
1615,000
1718,000
1820,000
1922,000
2025,000
2133,000
2241,000
2350,000
2462,000
2575,000
2690,000
27105,000
28120,000
29135,000
30155,000
\n

Special Traits

\n

Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.

\n

Innate Powercasting

\n

A monster with the innate ability to cast powers has the Innate Powercasting special trait. Unless noted otherwise, an innate power of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating.

\n

An innate power can have special rules or restrictions. For example, a drow mage can innately cast the @Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate} power, but the power has a “self only” restriction, which means that the power affects only the drow mage.

\n

A monster’s innate powers can’t be swapped out with other powers. If a monster’s innate powers don’t require attack rolls, no attack bonus is given for them.

\n

Powercasting

\n

A monster with the Powercasting special trait has a powercaster level and power slots, which it uses to cast its powers of 1st level and higher (as explained in the Player’s Handbook). The powercaster level is also used for any cantrips included in the feature.

\n

The monster has a list of powers known or prepared from a specific class. The list might also include powers from a feature in that class, such as the @Compendium[sw5e.classfeatures.x637K2Icp2ZFM1TB]{Divine Domain} feature of the cleric or the @Compendium[sw5e.classfeatures.u6Du2P9s81SWuGbi]{Druid Circle} feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its power list.

\n

A monster can cast a power from its list at a higher level if it has the power slot to do so. For example, a drow mage with the 3rd-level @Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt} power can cast it as a 5th-level power by using one of its 5th-level power slots.

\n

You can change the powers that a monster knows or has prepared, replacing any power on its power list with a power of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating

\n

Psionics

\n

A monster that casts powers using only the power of its mind has the psionics tag added to its Powercasting or Innate Powercasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its powers.

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Actions

\n

When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the Player’s Handbook.

\n

Melee and Ranged Attacks

\n

The most common actions that a monster will take in combat are melee and ranged attacks. These can be power attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the Player’s Handbook.

\n

Creature vs. Target. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.

\n

Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.

\n

Miss. If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” notation.

\n

Multiattack

\n

A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack.

\n

Ammunition

\n

A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.

\n

Reactions

\n

If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.

\n

Limited Usage

\n

Some special abilities have restrictions on the number of times they can be used.

\n

X/Day. The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again.

\n

Recharge X–Y. The notation “Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.

\n

For example, “Recharge 5–6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.

\n

Recharge after a Short or Long Rest. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.

\n
\n

Grapple Rules for Monsters

\n

Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.

\n

A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.

\n
\n

Equipment

\n

A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.

\n

You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.

\n

If a powercasting monster needs material components to cast its powers, assume that it has the material components it needs to cast the powers in its stat block.

\n

Legendary Creatures

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A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around.

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If a creature assumes the form of a legendary creature, such as through a power, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.

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Legendary Actions

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A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.

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A Legendary Creature’s Lair

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A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.

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Lair Actions

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

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Regional Effects

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The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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    \n
  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • \n
  • The creature has disadvantage on attack rolls.
  • \n
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
  • \n
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A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts powers.

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A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.

\n

A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.

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Sample Diseases

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The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.

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Cackle Fever

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This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”

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Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured.

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Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.

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Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.

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At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later.

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Sewer Plague

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Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.

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When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.

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It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.

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At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

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Sight Rot

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This painful infection causes bleeding from the eyes and eventually blinds the victim.

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A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as @Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration} or @Compendium[sw5e.powers.qcYitWoSMTnKkzM1]{Heal}.

\n

Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.

"} {"_id":"apBZudO4UA1wj7aC","name":"Exhaustion","permission":{"default":0},"folder":"","flags":{},"content":"

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

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LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death
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If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

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A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

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An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

\n

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

"} {"_id":"b4UvTt9P3As79cwm","name":"Grappled","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • \n
  • The condition ends if the grappler is @Compendium[sw5e.rules.Incapacitated].
  • \n
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave power.
  • \n
"} -{"_id":"bogWrnJqoNlBd0O8","name":"Adventuring Gear","permission":{"default":0},"folder":"","flags":{},"content":"

This section describes items that have special rules or require further explanation.

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Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

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Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

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Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

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Arcane Focus. An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus.

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Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

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Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

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Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of powers is a powerbook (described later in this section).

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Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

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Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

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Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.

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Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

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Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

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Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.

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Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

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Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

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Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a powercasting focus.

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Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

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Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B \"Fantasy-Historical Pantheons\" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

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Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level power slot.

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Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

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Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

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Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

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Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

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Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.

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Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

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Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

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Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

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Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

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Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

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Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch (described earlier in this section).

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Quiver. A quiver can hold up to 20 arrows.

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Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

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Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

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Powerbook. Essential for wizards, a powerbook is a leather-bound tome with 100 blank vellum pages suitable for recording powers.

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Spyglass. Objects viewed through a spyglass are magnified to twice their size.

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Tent. A simple and portable canvas shelter, a tent sleeps two.

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Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

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Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Adventuring Gear

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ItemCostWeight
Abacus2 gp2 lb.
Acid (vial)25 gp1 lb.
Alchemist’s fire (flask)50 gp1 lb.
Ammunition  
     Arrows (20)1 gp1 lb.
     Blowgun needles (50)1 gp1 lb.
     Crossbow bolts (20)1 gp1½ lb.
     Sling bullets (20)4 cp1½ lb.
Antitoxin (vial)50 gp
Arcane focus  
     Crystal10 gp1 lb.
     Orb20 gp3 lb.
     Rod10 gp2 lb.
     Staff5 gp4 lb.
     Wand10 gp1 lb.
Backpack2 gp5 lb.
Ball bearings (bag of 1,000)1 gp2 lb.
Barrel2 gp70 lb.
Basket4 sp2 lb.
Bedroll1 gp7 lb.
Bell1 gp
Blanket5 sp3 lb.
Block and tackle1 gp5 lb.
Book25 gp5 lb.
Bottle, glass2 gp2 lb.
Bucket5 cp2 lb.
Caltrops (bag of 20)1 gp2 lb.
Candle1 cp
Case, crossbow bolt1 gp1 lb.
Case, map or scroll1 gp1 lb.
Chain (10 feet)5 gp10 lb.
Chalk (1 piece)1 cp
Chest5 gp25 lb.
Climber’s kit25 gp12 lb.
Clothes, common5 sp3 lb.
Clothes, costume5 gp4 lb.
Clothes, fine15 gp6 lb.
Clothes, traveler’s2 gp4 lb.
Component pouch25 gp2 lb.
Crowbar2 gp5 lb.
Druidic focus  
     Sprig of mistletoe1 gp
     Totem1 gp
     Wooden staff5 gp4 lb.
     Yew wand10 gp1 lb.
Fishing tackle1 gp4 lb.
Flask or tankard2 cp1 lb.
Grappling hook2 gp4 lb.
Hammer1 gp3 lb.
Hammer, sledge2 gp10 lb.
Healer’s kit5 gp3 lb.
Holy symbol  
     Amulet5 gp1 lb.
     Emblem5 gp
     Reliquary5 gp2 lb.
Holy water (flask)25 gp1 lb.
Hourglass25 gp1 lb.
Hunting trap5 gp25 lb.
Ink (1 ounce bottle)10 gp
Ink pen2 cp
Jug or pitcher2 cp4 lb.
Ladder (10-foot)1 sp25 lb.
Lamp5 sp1 lb.
Lantern, bullseye10 gp2 lb.
Lantern, hooded5 gp2 lb.
Lock10 gp1 lb.
Magnifying glass100 gp
Manacles2 gp6 lb.
Mess kit2 sp1 lb.
Mirror, steel5 gp1/2 lb.
Oil (flask)1 sp1 lb.
Paper (one sheet)2 sp
Parchment (one sheet)1 sp
Perfume (vial)5 gp
Pick, miner’s2 gp10 lb.
Piton5 cp1/4 lb.
Poison, basic (vial)100 gp
Pole (10-foot)5 cp7 lb.
Pot, iron2 gp10 lb.
Potion of healing50 gp1/2 lb.
Pouch5 sp1 lb.
Quiver1 gp1 lb.
Ram, portable4 gp35 lb.
Rations (1 day)5 sp2 lb.
Robes1 gp4 lb.
Rope, hempen (50 feet)1 gp10 lb.
Rope, silk (50 feet)10 gp5 lb.
Sack1 cp1/2 lb.
Scale, merchant’s5 gp3 lb.
Sealing wax5 sp
Shovel2 gp5 lb.
Signal whistle5 cp
Signet ring5 gp
Soap2 cp
Powerbook50 gp3 lb.
Spikes, iron (10)1 gp5 lb.
Spyglass1,000 gp1 lb.
Tent, two-person2 gp20 lb.
Tinderbox5 sp1 lb.
Torch1 cp1 lb.
Vial1 gp
Waterskin2 sp5 lb. (full)
Whetstone1 cp1 lb.
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Container Capacity

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* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
ContainerCapacity
Backpack*1 cubic foot/30 pounds of gear
Barrel40 gallons liquid, 4 cubic feet solid
Basket2 cubic feet/40 pounds of gear
Bottle1½ pints liquid
Bucket3 gallons liquid, 1/2 cubic foot solid
Chest12 cubic feet/300 pounds of gear
Flask or tankard1 pint liquid
Jug or pitcher1 gallon liquid
Pot, iron1 gallon liquid
Pouch1/5 cubic foot/6 pounds of gear
Sack1 cubic foot/30 pounds of gear
Vial4 ounces liquid
Waterskin4 pints liquid
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Equipment Packs

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The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

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Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

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Diplomat’s Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

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Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

\n

Entertainer’s Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

\n

Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

\n

Priest’s Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

\n

Scholar’s Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

"} +{"_id":"bogWrnJqoNlBd0O8","name":"Adventuring Gear","permission":{"default":0},"folder":"","flags":{},"content":"

This section describes items that have special rules or require further explanation.

\n

Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

\n

Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

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Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

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Arcane Focus. An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane powers. A sorcerer, warlock, or wizard can use such an item as a powercasting focus.

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Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

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Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

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Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of powers is a powerbook (described later in this section).

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Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

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Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

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Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.

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Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

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Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

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Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.

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Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your powers, except for those components that have a specific cost (as indicated in a power's description).

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Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

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Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a powercasting focus.

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Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

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Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B \"Fantasy-Historical Pantheons\" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a powercasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

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Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level power slot.

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Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

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Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

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Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

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Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

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Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.

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Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

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Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

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Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

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Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

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Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

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Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding power components is called a component pouch (described earlier in this section).

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Quiver. A quiver can hold up to 20 arrows.

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Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

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Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

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Powerbook. Essential for wizards, a powerbook is a leather-bound tome with 100 blank vellum pages suitable for recording powers.

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Spyglass. Objects viewed through a spyglass are magnified to twice their size.

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Tent. A simple and portable canvas shelter, a tent sleeps two.

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Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

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Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Adventuring Gear

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ItemCostWeight
Abacus2 gp2 lb.
Acid (vial)25 gp1 lb.
Alchemist’s fire (flask)50 gp1 lb.
Ammunition
Arrows (20)1 gp1 lb.
Blowgun needles (50)1 gp1 lb.
Crossbow bolts (20)1 gp1½ lb.
Sling bullets (20)4 cp1½ lb.
Antitoxin (vial)50 gp
Arcane focus
Crystal10 gp1 lb.
Orb20 gp3 lb.
Rod10 gp2 lb.
Staff5 gp4 lb.
Wand10 gp1 lb.
Backpack2 gp5 lb.
Ball bearings (bag of 1,000)1 gp2 lb.
Barrel2 gp70 lb.
Basket4 sp2 lb.
Bedroll1 gp7 lb.
Bell1 gp
Blanket5 sp3 lb.
Block and tackle1 gp5 lb.
Book25 gp5 lb.
Bottle, glass2 gp2 lb.
Bucket5 cp2 lb.
Caltrops (bag of 20)1 gp2 lb.
Candle1 cp
Case, crossbow bolt1 gp1 lb.
Case, map or scroll1 gp1 lb.
Chain (10 feet)5 gp10 lb.
Chalk (1 piece)1 cp
Chest5 gp25 lb.
Climber’s kit25 gp12 lb.
Clothes, common5 sp3 lb.
Clothes, costume5 gp4 lb.
Clothes, fine15 gp6 lb.
Clothes, traveler’s2 gp4 lb.
Component pouch25 gp2 lb.
Crowbar2 gp5 lb.
Druidic focus
Sprig of mistletoe1 gp
Totem1 gp
Wooden staff5 gp4 lb.
Yew wand10 gp1 lb.
Fishing tackle1 gp4 lb.
Flask or tankard2 cp1 lb.
Grappling hook2 gp4 lb.
Hammer1 gp3 lb.
Hammer, sledge2 gp10 lb.
Healer’s kit5 gp3 lb.
Holy symbol
Amulet5 gp1 lb.
Emblem5 gp
Reliquary5 gp2 lb.
Holy water (flask)25 gp1 lb.
Hourglass25 gp1 lb.
Hunting trap5 gp25 lb.
Ink (1 ounce bottle)10 gp
Ink pen2 cp
Jug or pitcher2 cp4 lb.
Ladder (10-foot)1 sp25 lb.
Lamp5 sp1 lb.
Lantern, bullseye10 gp2 lb.
Lantern, hooded5 gp2 lb.
Lock10 gp1 lb.
Magnifying glass100 gp
Manacles2 gp6 lb.
Mess kit2 sp1 lb.
Mirror, steel5 gp1/2 lb.
Oil (flask)1 sp1 lb.
Paper (one sheet)2 sp
Parchment (one sheet)1 sp
Perfume (vial)5 gp
Pick, miner’s2 gp10 lb.
Piton5 cp1/4 lb.
Poison, basic (vial)100 gp
Pole (10-foot)5 cp7 lb.
Pot, iron2 gp10 lb.
Potion of healing50 gp1/2 lb.
Pouch5 sp1 lb.
Quiver1 gp1 lb.
Ram, portable4 gp35 lb.
Rations (1 day)5 sp2 lb.
Robes1 gp4 lb.
Rope, hempen (50 feet)1 gp10 lb.
Rope, silk (50 feet)10 gp5 lb.
Sack1 cp1/2 lb.
Scale, merchant’s5 gp3 lb.
Sealing wax5 sp
Shovel2 gp5 lb.
Signal whistle5 cp
Signet ring5 gp
Soap2 cp
Powerbook50 gp3 lb.
Spikes, iron (10)1 gp5 lb.
Spyglass1,000 gp1 lb.
Tent, two-person2 gp20 lb.
Tinderbox5 sp1 lb.
Torch1 cp1 lb.
Vial1 gp
Waterskin2 sp5 lb. (full)
Whetstone1 cp1 lb.
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Container Capacity

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* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
ContainerCapacity
Backpack*1 cubic foot/30 pounds of gear
Barrel40 gallons liquid, 4 cubic feet solid
Basket2 cubic feet/40 pounds of gear
Bottle1½ pints liquid
Bucket3 gallons liquid, 1/2 cubic foot solid
Chest12 cubic feet/300 pounds of gear
Flask or tankard1 pint liquid
Jug or pitcher1 gallon liquid
Pot, iron1 gallon liquid
Pouch1/5 cubic foot/6 pounds of gear
Sack1 cubic foot/30 pounds of gear
Vial4 ounces liquid
Waterskin4 pints liquid
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Equipment Packs

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The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

\n

Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

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Diplomat’s Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

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Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

\n

Entertainer’s Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

\n

Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

\n

Priest’s Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

\n

Scholar’s Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

"} {"_id":"cvRB5qT2M8wVUGRb","name":"Climb","permission":{"default":0},"flags":{},"content":"

A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb.

"} {"_id":"eeQ4uW3yMwnbIYVs","name":"Truesight","permission":{"default":0},"flags":{},"content":"

A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.

"} {"_id":"ei4esVo9XkUXRccq","name":"Resting","permission":{"default":0},"folder":"","flags":{},"content":"

Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for powercasting, and brace themselves for further adventure.

\n

Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.

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Short Rest

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A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

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A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

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Long Rest

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A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting powers, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

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At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

\n

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

"} {"_id":"ekSNjjsCSyl2kxEi","name":"Saving Throws","permission":{"default":0},"folder":"","flags":{},"content":"

A saving throw—also called a save—represents an attempt to resist a power, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

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To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.

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A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.

\n

Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.

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The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a power is determined by the caster’s powercasting ability and proficiency bonus.

\n

The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect

"} -{"_id":"gJwZ7NM3G52dqlz2","name":"The Order of Combat","permission":{"default":0},"folder":"","flags":{},"content":"

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and powercasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

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Combat Step by Step

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    \n
  1. Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised.
  2. \n
  3. Establish positions. The GM decides where all the characters and monsters are located. Given the adventurersʼ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.
  4. \n
  5. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatantsʼ turns.
  6. \n
  7. Take turns. Each participant in the battle takes a turn in initiative order.
  8. \n
  9. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
  10. \n
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Surprise

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A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

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The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.

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If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.

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Initiative

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Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

\n

The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

\n

If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.

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Your Turn

\n

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed— sometimes called your walking speed—is noted on your character sheet.

\n

The most common actions you can take are described in the @Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat} section. Many class features and other abilities provide additional options for your action.

\n

The @Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Movement and Position} section gives the rules for your move.

\n

You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in @Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat}

\n

Bonus Actions

\n

Various class features, powers, and other abilities let you take an additional action on your turn called a bonus action. The @Compendium[sw5e.classfeatures.01pcLg6PRu5zGrsb]{Cunning Action} feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, power, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.

\n

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

\n

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

\n

Other Activity on Your Turn

\n

Your turn can include a variety of flourishes that require neither your action nor your move.

\n

You can communicate however you are able, through brief utterances and gestures, as you take your turn.

\n

You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

\n

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

\n

The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

\n

Reactions

\n

Certain special abilities, powers, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction.

\n

When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

"} -{"_id":"gPaI6ycBI7MRz2IJ","name":"Between Adventures","permission":{"default":0},"folder":"","flags":{},"content":"

Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.

\n

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

\n

Lifestyle Expenses

\n

Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.

\n

Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.

\n

Downtime Activities

\n

Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

\n

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.

\n

Crafting

\n

You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.

\n

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5- gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.

\n

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.

\n

While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.

\n

Practicing a Profession

\n

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.

\n

If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead.

\n

If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.

\n

Recuperating

\n

You can use downtime between adventures to recover from a debilitating injury, disease, or poison.

\n

After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:

\n
    \n
  • End one effect on you that prevents you from regaining hit points. 
  • \n
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
  • \n
\n

Researching

\n

The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

\n

When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.

\n

For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.

\n

Training

\n

You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.

\n

First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.

\n

The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.

"} -{"_id":"gRcWZ56MBxjX2mbO","name":"Time","permission":{"default":0},"folder":"","flags":{},"content":"

In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

\n

In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.

\n

For long journeys, a scale of days works best. Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.

\n

In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

"} +{"_id":"gJwZ7NM3G52dqlz2","name":"The Order of Combat","permission":{"default":0},"folder":"","flags":{},"content":"

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and powercasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

\n
\n

Combat Step by Step

\n
    \n
  1. Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised.
  2. \n
  3. Establish positions. The GM decides where all the characters and monsters are located. Given the adventurersʼ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction.
  4. \n
  5. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatantsʼ turns.
  6. \n
  7. Take turns. Each participant in the battle takes a turn in initiative order.
  8. \n
  9. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
  10. \n
\n
\n

Surprise

\n

A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

\n

The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.

\n

If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.

\n

Initiative

\n

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

\n

The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

\n

If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.

\n

Your Turn

\n

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed— sometimes called your walking speed—is noted on your character sheet.

\n

The most common actions you can take are described in the @Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat} section. Many class features and other abilities provide additional options for your action.

\n

The @Compendium[sw5e.rules.0CvBVevL3tyiJrHu]{Movement and Position} section gives the rules for your move.

\n

You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in @Compendium[sw5e.rules.Grj7E9vW0bnFAxuQ]{Actions in Combat}

\n

Bonus Actions

\n

Various class features, powers, and other abilities let you take an additional action on your turn called a bonus action. The @Compendium[sw5e.classfeatures.01pcLg6PRu5zGrsb]{Cunning Action} feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, power, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.

\n

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

\n

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

\n

Other Activity on Your Turn

\n

Your turn can include a variety of flourishes that require neither your action nor your move.

\n

You can communicate however you are able, through brief utterances and gestures, as you take your turn.

\n

You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

\n

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

\n

The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

\n

Reactions

\n

Certain special abilities, powers, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction.

\n

When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

"} +{"_id":"gPaI6ycBI7MRz2IJ","name":"Between Adventures","permission":{"default":0},"folder":"","flags":{},"content":"

Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.

\n

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

\n

Lifestyle Expenses

\n

Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.

\n

Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.

\n

Downtime Activities

\n

Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

\n

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.

\n

Crafting

\n

You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.

\n

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5- gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.

\n

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.

\n

While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.

\n

Practicing a Profession

\n

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.

\n

If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead.

\n

If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.

\n

Recuperating

\n

You can use downtime between adventures to recover from a debilitating injury, disease, or poison.

\n

After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:

\n
    \n
  • End one effect on you that prevents you from regaining hit points.
  • \n
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
  • \n
\n

Researching

\n

The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

\n

When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.

\n

For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.

\n

Training

\n

You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.

\n

First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.

\n

The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.

"} +{"_id":"gRcWZ56MBxjX2mbO","name":"Time","permission":{"default":0},"folder":"","flags":{},"content":"

In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

\n

In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.

\n

For long journeys, a scale of days works best. Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.

\n

In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

"} {"_id":"gt9usRMc7QelbgqR","name":"03. Classes","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.zTtRD3mMcMi07PDQ"}},"content":"

@Compendium[sw5e.classes.pvEzGSv71zBhaolc]{Barbarian}

\n

@Compendium[sw5e.classes.ILvRZGEx3aXqSVUt]{Bard}

\n

@Compendium[sw5e.classes.tlwBnN8GmqJcTgub]{Cleric}

\n

@Compendium[sw5e.classes.ygVYgPbJkaH0tH1N]{Druid}

\n

@Compendium[sw5e.classes.ABEBgWyRhVlDUIfq]{Fighter}

\n

@Compendium[sw5e.classes.6VoZrWxhOEKGYhnq]{Monk}

\n

@Compendium[sw5e.classes.gZiUvbXWLs0pOp0c]{Paladin}

\n

@Compendium[sw5e.classes.VkRQ7glQvTWWiOCS]{Ranger}

\n

@Compendium[sw5e.classes.xEb8jmA5HlNs7xTF]{Rogue}

\n

@Compendium[sw5e.classes.6T08zzKtmmpVwlXU]{Sorcerer}

\n

@Compendium[sw5e.classes.7WJp9vhi6F6SlAFa]{Warlock}

\n

@Compendium[sw5e.classes.wZK2Q0rXB0AQo8h3]{Wizard}

","img":"icons/sundries/books/symbol-axe-gold-grey.webp"} -{"_id":"hMWCeXenROGuhF1K","name":"Invisible","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. 
  • \n
  • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
  • \n
"} +{"_id":"hMWCeXenROGuhF1K","name":"Invisible","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
  • \n
  • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
  • \n
"} {"_id":"i17iE69KohQMPd5X","name":"Power Descriptions","permission":{"default":0},"folder":"","flags":{},"content":"

A

\n

@Compendium[sw5e.powers.4H6YgYdKgnX6ZQ8M]{Acid Arrow}

\n

@Compendium[sw5e.powers.JLTQyqXEaJDrTXyW]{Acid Splash}

\n

@Compendium[sw5e.powers.Opwh2PdX4runSBlm]{Aid}

\n

@Compendium[sw5e.powers.7p9IuWrSWFgfyQo2]{Alarm}

\n

@Compendium[sw5e.powers.8RTDOt80u8aBv9qx]{Alter Self}

\n

@Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship}

\n

@Compendium[sw5e.powers.X8w9EzYLGc4vQ1H2]{Animal Messenger}

\n

@Compendium[sw5e.powers.ohqAIBg6de989CIo]{Animal Shapes}

\n

@Compendium[sw5e.powers.oyE5nVppa5mde5gT]{Animate Dead}

\n

@Compendium[sw5e.powers.ATo0Eb63TDtnu6iA]{Animate Objects}

\n

@Compendium[sw5e.powers.wXzkqpeFP8eWgJzK]{Antilife Shell}

\n

@Compendium[sw5e.powers.Eon0jzGzQRNluTPQ]{Antimagic Field}

\n

@Compendium[sw5e.powers.GJ2WYm3SQFR0winH]{Antipathy/Sympathy}

\n

@Compendium[sw5e.powers.ImlCJQwR1VL40Qem]{Arcane Eye}

\n

@Compendium[sw5e.powers.a2KJHCIbY5Mi4Dmn]{Arcane Hand}

\n

@Compendium[sw5e.powers.8cse7rit0oswRPUP]{Arcane Lock}

\n

@Compendium[sw5e.powers.LTDNWoFVJNLjiiNa]{Arcane Sword}

\n

@Compendium[sw5e.powers.RvEqsD89Zvd5yex4]{Arcanist's Magic Aura}

\n

@Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection}

\n

@Compendium[sw5e.powers.4v2H3hHb3Ph9XLNd]{Augury}

\n

@Compendium[sw5e.powers.MCEpGpvovcXagwQS]{Awaken}

\n

B

\n

@Compendium[sw5e.powers.95K2aUhAGV9qXjnf]{Bane}

\n

@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}

\n

@Compendium[sw5e.powers.JPwIEfgUPVebr5AH]{Barkskin}

\n

@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}

\n

@Compendium[sw5e.powers.pO4zGe5LmFIYqJiL]{Bestow Curse}

\n

@Compendium[sw5e.powers.DGONTFbk5eORs5qv]{Black Tentacles}

\n

@Compendium[sw5e.powers.dLJhxDfeyOsc3zsY]{Blade Barrier}

\n

@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}

\n

@Compendium[sw5e.powers.pybg5MNc3lkerH4Y]{Blight}

\n

@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}

\n

@Compendium[sw5e.powers.GSvLWcdCZLQkilXT]{Blink}

\n

@Compendium[sw5e.powers.UDUnlfPsOAbq2RSE]{Blur}

\n

@Compendium[sw5e.powers.7UwUjJ6owIQkEPrs]{Branding Smite}

\n

@Compendium[sw5e.powers.5SuJewoa1CRWaj1F]{Burning Hands}

\n

C

\n

@Compendium[sw5e.powers.ehvmg9U9fcMEhE4z]{Call Lightning}

\n

@Compendium[sw5e.powers.3MYDjS6k9IYL0aTj]{Calm Emotions}

\n

@Compendium[sw5e.powers.QbTxN5dWIbYZ4jLU]{Chain Lightning}

\n

@Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person}

\n

@Compendium[sw5e.powers.vrN18tbTw7io5MWd]{Chill Touch}

\n

@Compendium[sw5e.powers.KeunEkg1JYbOCOhV]{Circle of Death}

\n

@Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance}

\n

@Compendium[sw5e.powers.h830iyqParFleNqR]{Clone}

\n

@Compendium[sw5e.powers.LkvI11Uue774QBKZ]{Cloudkill}

\n

@Compendium[sw5e.powers.LWTUqKkUQdMAmOe0]{Color Spray}

\n

@Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command}

\n

@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}

\n

@Compendium[sw5e.powers.dp6xny4v8PDoIGjh]{Commune with Nature}

\n

@Compendium[sw5e.powers.4dSvfvTy2ZIJ3K4k]{Comprehend Languages}

\n

@Compendium[sw5e.powers.P6f1PPKPd9BCb742]{Compulsion}

\n

@Compendium[sw5e.powers.RpKjTlYASrfqUPVA]{Cone of Cold}

\n

@Compendium[sw5e.powers.9hQXdMSmerkTsHDe]{Confusion}

\n

@Compendium[sw5e.powers.1Drt0SHxbEAHxprN]{Conjure Animals}

\n

@Compendium[sw5e.powers.XT7nzJmVGgv73uaf]{Conjure Celestial}

\n

@Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental}

\n

@Compendium[sw5e.powers.yN3XZZujhR4aVvPa]{Conjure Fey}

\n

@Compendium[sw5e.powers.KgEw3sDr39C6g8nY]{Conjure Minor Elementals}

\n

@Compendium[sw5e.powers.dEfSELiY1eO3cpX9]{Conjure Woodland Beings}

\n

@Compendium[sw5e.powers.dSTu1MaPhBqPITwM]{Contact Other Plane}

\n

@Compendium[sw5e.powers.CjIq8Ed7bu3vVwT1]{Contagion}

\n

@Compendium[sw5e.powers.4smlOvpF5AQHcyg1]{Contingency}

\n

@Compendium[sw5e.powers.MK6gpQMeDFo0cP9f]{Continual Flame}

\n

@Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control Water}

\n

@Compendium[sw5e.powers.ZPd73HtKF3At11jh]{Control Weather}

\n

@Compendium[sw5e.powers.Ek45cBpVXvJdv1Qy]{Counterpower}

\n

@Compendium[sw5e.powers.BV0mpbHh29IbbIj5]{Create Food and Water}

\n

@Compendium[sw5e.powers.a3XtAO5n2GrqiAh5]{Create or Destroy Water}

\n

@Compendium[sw5e.powers.E4NXux0RHvME1XgP]{Create Undead}

\n

@Compendium[sw5e.powers.lnaGnxMzpYnbw1uU]{Creation}

\n

@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}

\n

D

\n

@Compendium[sw5e.powers.CAxSzHWizrafT033]{Dancing Lights}

\n

@Compendium[sw5e.powers.S7VbUetIfVT7B6Eq]{Darkness}

\n

@Compendium[sw5e.powers.hJ6ZiA3fpoY8v9cp]{Darkvision}

\n

@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}

\n

@Compendium[sw5e.powers.VtCXMdyM6mAdIJZb]{Death Ward}

\n

@Compendium[sw5e.powers.AoTTjapz1FsGOIZz]{Delayed Blast Fireball}

\n

@Compendium[sw5e.powers.xNM9CzQQr2CieM4B]{Demiplane}

\n

@Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}

\n

@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}

\n

@Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}

\n

@Compendium[sw5e.powers.ppWAAEul0QHtm4er]{Detect Thoughts}

\n

@Compendium[sw5e.powers.A4RsPuSvB9wFtz1j]{Dimension Door}

\n

@Compendium[sw5e.powers.A3q2gTNqG6fvNGrv]{Disguise Self}

\n

@Compendium[sw5e.powers.HBHbOGKNVVprSlwn]{Disintegrate}

\n

@Compendium[sw5e.powers.TkJ8Wtg1L7TZtspm]{Dispel Evil and Good}

\n

@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}

\n

@Compendium[sw5e.powers.XqzXSKNR75ZdYTA9]{Divination}

\n

@Compendium[sw5e.powers.8MICCMeOXT3aJUy9]{Divine Favor}

\n

@Compendium[sw5e.powers.T1vpZLam7LezjToj]{Divine Word}

\n

@Compendium[sw5e.powers.LrPvWHBPmiMQQsKB]{Dominate Beast}

\n

@Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster}

\n

@Compendium[sw5e.powers.91Sw6vOIaO7U8DvM]{Dominate Person}

\n

@Compendium[sw5e.powers.kSPRpeIx3w3nihrF]{Dream}

\n

@Compendium[sw5e.powers.SbSvZKkJASyk8jKo]{Druidcraft}

\n

E

\n

@Compendium[sw5e.powers.x5JNBSyIBBZsjcGT]{Earthquake}

\n

@Compendium[sw5e.powers.Z9p1vezIn95jw1Yw]{Eldritch Blast}

\n

@Compendium[sw5e.powers.9eOZDBImVKxbeOyZ]{Enhance Ability}

\n

@Compendium[sw5e.powers.WahI41a3goVUg0x1]{Enlarge/Reduce}

\n

@Compendium[sw5e.powers.gMrWeG8fMDPRFiVe]{Entangle}

\n

@Compendium[sw5e.powers.30ZgXtijJVCxQk5N]{Enthrall}

\n

@Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness}

\n

@Compendium[sw5e.powers.zPGohqJRir6MyQ3U]{Expeditious Retreat}

\n

@Compendium[sw5e.powers.ZRqu3Xh9FmlBCZGy]{Eyebite}

\n

F

\n

@Compendium[sw5e.powers.7Fw7Bf1k3xxDVr5L]{Fabricate}

\n

@Compendium[sw5e.powers.nqBDWkVOfcGZt4YU]{Faerie Fire}

\n

@Compendium[sw5e.powers.SAj03P2WBDiWu7zu]{Faithful Hound}

\n

@Compendium[sw5e.powers.7e3QXF10hLNDEdr6]{False Life}

\n

@Compendium[sw5e.powers.XXUDGFELgoskdOD0]{Fear}

\n

@Compendium[sw5e.powers.pub0OWVEB71XQx1n]{Feather Fall}

\n

@Compendium[sw5e.powers.hYCrN82dMJFuJODB]{Feeblemind}

\n

@Compendium[sw5e.powers.JGT5bNqu9REL7Fuz]{Find Familiar}

\n

@Compendium[sw5e.powers.5eh2HFbS13078Y3H]{Find Steed}

\n

@Compendium[sw5e.powers.cYI4RNNjI5GAmLhy]{Find the Path}

\n

@Compendium[sw5e.powers.KrM3oHVv13RAALrS]{Find Traps}

\n

@Compendium[sw5e.powers.HPvZm8YJO91k6Qdg]{Finger of Death}

\n

@Compendium[sw5e.powers.EOmsUcFQJTfG2oio]{Fire Bolt}

\n

@Compendium[sw5e.powers.avD5XUtkBPQQR97c]{Fire Shield}

\n

@Compendium[sw5e.powers.J3uILDYS7MiOfmTJ]{Fire Storm}

\n

@Compendium[sw5e.powers.ztgcdrWPshKRpFd0]{Fireball}

\n

@Compendium[sw5e.powers.Advtckpz1B733bu9]{Flame Blade}

\n

@Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}

\n

@Compendium[sw5e.powers.FjYE214HTERCRZNm]{Flaming Sphere}

\n

@Compendium[sw5e.powers.kozNy29b0X6exFhY]{Flesh to Stone}

\n

@Compendium[sw5e.powers.bnjXlk13ZRJuf5d0]{Floating Disk}

\n

@Compendium[sw5e.powers.yfbK8gZqESlaoY5t]{Fly}

\n

@Compendium[sw5e.powers.IBJmWjzbQGu7M4UX]{Fog Cloud}

\n

@Compendium[sw5e.powers.64D1gNZ4hx7SWG2x]{Forbiddance}

\n

@Compendium[sw5e.powers.Y7uWUO4yqUN0JKl0]{Forcecage}

\n

@Compendium[sw5e.powers.6HEEhLdJz32TL4Js]{Foresight}

\n

@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}

\n

@Compendium[sw5e.powers.MImfWCzEPRMYD3Xp]{Freezing Sphere}

\n

G

\n

@Compendium[sw5e.powers.2IWiZAJtOGDoKjiz]{Gaseous Form}

\n

@Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate}

\n

@Compendium[sw5e.powers.JQyigMNPiDnGI18b]{Geas}

\n

@Compendium[sw5e.powers.n4JDcFKe5ikzYmAc]{Gentle Repose}

\n

@Compendium[sw5e.powers.czXrVRx6XYRWsHAi]{Giant Insect}

\n

@Compendium[sw5e.powers.1RzxKZzkQOoioxPj]{Glibness}

\n

@Compendium[sw5e.powers.WmQpxfjZwF3MGUby]{Globe of Invulnerability}

\n

@Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding}

\n

@Compendium[sw5e.powers.Qf6CAZkc7ms4ZY3e]{Goodberry}

\n

@Compendium[sw5e.powers.etgcR9wqmrhyZ0tx]{Grease}

\n

@Compendium[sw5e.powers.tEpDmYZNGc9f5OhJ]{Greater Invisibility}

\n

@Compendium[sw5e.powers.WzvJ7G3cqvIubsLk]{Greater Restoration}

\n

@Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}

\n

@Compendium[sw5e.powers.yw0tYQkOMCgKZ8Ur]{Guards and Wards}

\n

@Compendium[sw5e.powers.P7mF2MxSuVJwHRRY]{Guidance}

\n

@Compendium[sw5e.powers.7buEm5KhI5lP8m1z]{Guiding Bolt}

\n

@Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind}

\n

H

\n

@Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow}

\n

@Compendium[sw5e.powers.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}

\n

@Compendium[sw5e.powers.tMH6Ivn4GmE1naMj]{Harm}

\n

@Compendium[sw5e.powers.Szvk5FEVQW3uhJi5]{Haste}

\n

@Compendium[sw5e.powers.qcYitWoSMTnKkzM1]{Heal}

\n

@Compendium[sw5e.powers.o8Dh7fblk1d16tnO]{Healing Word}

\n

@Compendium[sw5e.powers.2yHXEcrRbadZDr5M]{Heat Metal}

\n

@Compendium[sw5e.powers.22dPoeXfaaAv4K3h]{Hellish Rebuke}

\n

@Compendium[sw5e.powers.mgFqi0ev8f7Ut19y]{Heroes' Feast}

\n

@Compendium[sw5e.powers.ge3Saet9zPTDyaoL]{Heroism}

\n

@Compendium[sw5e.powers.BQk5Row4NymMnUQl]{Hideous Laughter}

\n

@Compendium[sw5e.powers.l9Ju5KE7bbn3WpTm]{Hold Monster}

\n

@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}

\n

@Compendium[sw5e.powers.j8S49Rea8b1640Zi]{Holy Aura}

\n

@Compendium[sw5e.powers.0xmXiPiuYws1OGcX]{Hunter's Mark}

\n

@Compendium[sw5e.powers.6g3WLOZ2u0EbaLAd]{Hypnotic Pattern}

\n

I

\n

@Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm}

\n

@Compendium[sw5e.powers.3OZnNhunvRtPOQmH]{Identify}

\n

@Compendium[sw5e.powers.82jM6qD9axLJsTrH]{Illusory Script}

\n

@Compendium[sw5e.powers.ZVnL9L8v1KC9TBF4]{Imprisonment}

\n

@Compendium[sw5e.powers.pV04y1iXoWiom6bp]{Incendiary Cloud}

\n

@Compendium[sw5e.powers.ksaaTxIbKx2sJfia]{Inflict Wounds}

\n

@Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}

\n

@Compendium[sw5e.powers.SgrEKiC6dAtvy6Pz]{Instant Summons}

\n

@Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{Invisibility}

\n

@Compendium[sw5e.powers.TfRzwEgBHHkCc6Ql]{Irresistible Dance}

\n

J

\n

@Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump}

\n

K

\n

@Compendium[sw5e.powers.1nhIxh0DsJsntCfj]{Knock}

\n

L

\n

@Compendium[sw5e.powers.W4Qx5z0id6da0vqg]{Legend Lore}

\n

@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}

\n

@Compendium[sw5e.powers.MRxldJd6C4bsBo3O]{Levitate}

\n

@Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}

\n

@Compendium[sw5e.powers.IyikgTEOTv701jgQ]{Lightning Bolt}

\n

@Compendium[sw5e.powers.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants}

\n

@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}

\n

@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}

\n

@Compendium[sw5e.powers.B0pnIcc52O6G8hi8]{Longstrider}

\n

M

\n

@Compendium[sw5e.powers.CKZTpZlxj7hjjo2H]{Mage Armor}

\n

@Compendium[sw5e.powers.Utk1OQRwYkMkFRD3]{Mage Hand}

\n

@Compendium[sw5e.powers.y8A4HfTwd93ypdEz]{Magic Circle}

\n

@Compendium[sw5e.powers.ej6wyY4G1gOcb1U6]{Magic Jar}

\n

@Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}

\n

@Compendium[sw5e.powers.7v06rdmUakoTk1LQ]{Magic Mouth}

\n

@Compendium[sw5e.powers.Sgjrf8qqv97CCWM4]{Magic Weapon}

\n

@Compendium[sw5e.powers.pn4SnsFDvYDiE6rC]{Magnificent Mansion}

\n

@Compendium[sw5e.powers.nslx2nT3p4lNkmdp]{Major Image}

\n

@Compendium[sw5e.powers.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds}

\n

@Compendium[sw5e.powers.Y6oItIuhOJZ0i0FC]{Mass Heal}

\n

@Compendium[sw5e.powers.34ddoYIrnOZ2GFYi]{Mass Healing Word}

\n

@Compendium[sw5e.powers.5OGFdJw35QXp6mh6]{Mass Suggestion}

\n

@Compendium[sw5e.powers.clwv2PWOcT822hlr]{Maze}

\n

@Compendium[sw5e.powers.64uo4fHriHLjRUrX]{Meld into Stone}

\n

@Compendium[sw5e.powers.kjmjY0zlE6IEiQVL]{Mending}

\n

@Compendium[sw5e.powers.icZokbgV1jIMpNCv]{Message}

\n

@Compendium[sw5e.powers.mF52ldF79Cr7wfQo]{Meteor Swarm}

\n

@Compendium[sw5e.powers.bllEWfm9xfEKynhv]{Mind Blank}

\n

@Compendium[sw5e.powers.oIzA2MEHwxhtQneU]{Minor Illusion}

\n

@Compendium[sw5e.powers.f38w5rd9SgdmWc6F]{Mirage Arcane}

\n

@Compendium[sw5e.powers.X4c8xCkmF8U9HUMz]{Mirror Image}

\n

@Compendium[sw5e.powers.MBMaQLwoy05qzMJ3]{Mislead}

\n

@Compendium[sw5e.powers.wqfAVANuQonNBgnL]{Misty Step}

\n

@Compendium[sw5e.powers.r3243JU4AyQJyfX4]{Modify Memory}

\n

@Compendium[sw5e.powers.bV3yun6MIuFj71Er]{Moonbeam}

\n

@Compendium[sw5e.powers.yI0XWIgI0IGGsR3R]{Move Earth}

\n

N

\n

@Compendium[sw5e.powers.aU62xVUBYkAQWIHv]{Nondetection}

\n

P

\n

@Compendium[sw5e.powers.pRMvmknwLf2tdMTj]{Pass without Trace}

\n

@Compendium[sw5e.powers.d9MwcXi7Il3HROXd]{Passwall}

\n

@Compendium[sw5e.powers.BYNvBJzHcF5VJhXw]{Phantasmal Killer}

\n

@Compendium[sw5e.powers.wpx42mtoZ5BmXRs1]{Phantom Steed}

\n

@Compendium[sw5e.powers.fkREcytuZ8sngWtC]{Planar Ally}

\n

@Compendium[sw5e.powers.42O2aNBW7vK90gTL]{Planar Binding}

\n

@Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift}

\n

@Compendium[sw5e.powers.YWtwzp6ZnQJMEmVW]{Plant Growth}

\n

@Compendium[sw5e.powers.g2u9PYfqWQAyg9OI]{Poison Spray}

\n

@Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph}

\n

@Compendium[sw5e.powers.dmvaMLFWFtv0qx0S]{Power Word Kill}

\n

@Compendium[sw5e.powers.35j2QIMmIk6aEdxj]{Power Word Stun}

\n

@Compendium[sw5e.powers.MOEmz9N0j0QPkKEE]{Prayer of Healing}

\n

@Compendium[sw5e.powers.udsLtG0BugXHR2JQ]{Prestidigitation}

\n

@Compendium[sw5e.powers.eGMhwmuleAM46C6L]{Prismatic Spray}

\n

@Compendium[sw5e.powers.jmfu8zj4zjjzUbeh]{Prismatic Wall}

\n

@Compendium[sw5e.powers.NJgxf7pmSsBArIG7]{Private Sanctum}

\n

@Compendium[sw5e.powers.eCPQuQkIabFKTl9u]{Produce Flame}

\n

@Compendium[sw5e.powers.bA2sk9eMKBeY7EPD]{Programmed Illusion}

\n

@Compendium[sw5e.powers.ePhRKHXRE7l1sEoQ]{Project Image}

\n

@Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}

\n

@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}

\n

@Compendium[sw5e.powers.MAxM77CDUu8dgIRQ]{Protection from Poison}

\n

@Compendium[sw5e.powers.Kn7K5PtYUJAKZTTp]{Purify Food and Drink}

\n

R

\n

@Compendium[sw5e.powers.AGFMPAmuzwWO6Dfz]{Raise Dead}

\n

@Compendium[sw5e.powers.ODhLKBxLnvvLOnw1]{Ray of Enfeeblement}

\n

@Compendium[sw5e.powers.ctW81uiX56xZR2c5]{Ray of Frost}

\n

@Compendium[sw5e.powers.9kGrFXnLiRg3Xnbo]{Regenerate}

\n

@Compendium[sw5e.powers.zMEo5DKK8uxsuWnq]{Reincarnate}

\n

@Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse}

\n

@Compendium[sw5e.powers.1ADstb0Xec6HHRcU]{Resilient Sphere}

\n

@Compendium[sw5e.powers.dl8YwvMboBqX2OC4]{Resistance}

\n

@Compendium[sw5e.powers.jhhT9PsHy5A7EojO]{Resurrection}

\n

@Compendium[sw5e.powers.ERCv7yuRkQ0YjGx6]{Reverse Gravity}

\n

@Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify}

\n

@Compendium[sw5e.powers.ap4dmtshjEbwU3Ts]{Rope Trick}

\n

S

\n

@Compendium[sw5e.powers.n9pJzTDsAwQxJVRl]{Sacred Flame}

\n

@Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary}

\n

@Compendium[sw5e.powers.7u2obDvuvtZBkTfq]{Scorching Ray}

\n

@Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}

\n

@Compendium[sw5e.powers.8sgwRh8NUNkn9Vi0]{Secret Chest}

\n

@Compendium[sw5e.powers.DQzlB5Y3k791W5bH]{See Invisibility}

\n

@Compendium[sw5e.powers.mbFw57uyfLkyiw5k]{Seeming}

\n

@Compendium[sw5e.powers.GtGjNjPBgUHxGYAD]{Sending}

\n

@Compendium[sw5e.powers.wvLbtemkH8gyBpdc]{Sequester}

\n

@Compendium[sw5e.powers.N2UEFq8X5LRsLcOZ]{Shapechange}

\n

@Compendium[sw5e.powers.wJKpSvSTbSkTjqyb]{Shatter}

\n

@Compendium[sw5e.powers.z1mx84ONwkXKUZd7]{Shield}

\n

@Compendium[sw5e.powers.jZ6JNykRtdQ90MOo]{Shield of Faith}

\n

@Compendium[sw5e.powers.VzgFzcmocr1X1cp4]{Shillelagh}

\n

@Compendium[sw5e.powers.XvbiNhNqXXIFisIy]{Shocking Grasp}

\n

@Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}

\n

@Compendium[sw5e.powers.BrBZdCCrJRIVg7YX]{Silent Image}

\n

@Compendium[sw5e.powers.jccbeBIfLrqEZnDP]{Simulacrum}

\n

@Compendium[sw5e.powers.KhwiSi9fwVfUPtku]{Sleep}

\n

@Compendium[sw5e.powers.dhqBY4TvVjxVmOZd]{Sleet Storm}

\n

@Compendium[sw5e.powers.yqUDoxk4x0NWG5Bz]{Slow}

\n

@Compendium[sw5e.powers.8zT7njvqbpXs4Cel]{Spare the Dying}

\n

@Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals}

\n

@Compendium[sw5e.powers.I2LUSF5ogc7Bj62e]{Speak with Dead}

\n

@Compendium[sw5e.powers.2VXGS206tuChoeXy]{Speak with Plants}

\n

@Compendium[sw5e.powers.KJRVzeMQXPj8Gtyx]{Spider Climb}

\n

@Compendium[sw5e.powers.9gYGkrL6qFTsE6fw]{Spike Growth}

\n

@Compendium[sw5e.powers.uCud2s4TjMfjiXUb]{Spirit Guardians}

\n

@Compendium[sw5e.powers.JbxsYXxSOTZbf9I0]{Spiritual Weapon}

\n

@Compendium[sw5e.powers.TwlD4PLcltv7Xh7j]{Stinking Cloud}

\n

@Compendium[sw5e.powers.QvGcdRUSNRKEQJlK]{Stone Shape}

\n

@Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin}

\n

@Compendium[sw5e.powers.7KjExw0kmuqERa7C]{Storm of Vengeance}

\n

@Compendium[sw5e.powers.zMAWdyc8UVb37BK4]{Suggestion}

\n

@Compendium[sw5e.powers.2RC0EyvBLPH88PZF]{Sunbeam}

\n

@Compendium[sw5e.powers.hzK7FQya0BDjSmLE]{Sunburst}

\n

@Compendium[sw5e.powers.B2kbmgbA2WQR00kx]{Symbol}

\n

T

\n

@Compendium[sw5e.powers.HQfd7jJyULIoGxrZ]{Telekinesis}

\n

@Compendium[sw5e.powers.uAwtVZkiSTyP6ORB]{Telepathic Bond}

\n

@Compendium[sw5e.powers.L4J89JXqbKs6puEV]{Teleport}

\n

@Compendium[sw5e.powers.8aWtP5hcrmcEesBW]{Teleportation Circle}

\n

@Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy}

\n

@Compendium[sw5e.powers.WTbOQBsarsL1LuXJ]{Thunderwave}

\n

@Compendium[sw5e.powers.JYuRBwxpoFhXduvD]{Time Stop}

\n

@Compendium[sw5e.powers.NXWWWgHtWb7Nv21F]{Tiny Hut}

\n

@Compendium[sw5e.powers.gopnZvS0c2jD5FP8]{Tongues}

\n

@Compendium[sw5e.powers.s7nXgot5gGZVcMrv]{Transport via Plants}

\n

@Compendium[sw5e.powers.DUBgwHPakcLDkB6W]{Tree Stride}

\n

@Compendium[sw5e.powers.QbQZKoXOgHWN06aa]{True Polymorph}

\n

@Compendium[sw5e.powers.qLeEXZDbW5y4bmLY]{True Resurrection}

\n

@Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing}

\n

@Compendium[sw5e.powers.mGGlcLdggHwcL7MG]{True Strike}

\n

U

\n

@Compendium[sw5e.powers.ccduLIvutyNqvkgv]{Unseen Servant}

\n

V

\n

@Compendium[sw5e.powers.UfHQhA54M4323gVO]{Vampiric Touch}

\n

@Compendium[sw5e.powers.cdrYKaFi98YWaBMw]{Vicious Mockery}

\n

W

\n

@Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}

\n

@Compendium[sw5e.powers.o9ZCvuD2B1OTcubb]{Wall of Force}

\n

@Compendium[sw5e.powers.fzZnVKLmBMo2f5up]{Wall of Ice}

\n

@Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone}

\n

@Compendium[sw5e.powers.AQsBc94ES7W7s7iG]{Wall of Thorns}

\n

@Compendium[sw5e.powers.JVhKeanAXZH62DrF]{Warding Bond}

\n

@Compendium[sw5e.powers.13uVuBQP6VaiSPvC]{Water Breathing}

\n

@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}

\n

@Compendium[sw5e.powers.UJJu9c2UvCzVljiP]{Web}

\n

@Compendium[sw5e.powers.Wl2vtJ4hCt2tpWfR]{Weird}

\n

@Compendium[sw5e.powers.8PJAsHmbu6UgDHC0]{Wind Walk}

\n

@Compendium[sw5e.powers.ew6GA8dJy2spQmFW]{Wind Wall}

\n

@Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish}

\n

@Compendium[sw5e.powers.76C0FdcxlU8F9Rl2]{Word of Recall}

\n

Z

\n

@Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}

","img":""} -{"_id":"ixN1vVJkzhiaebQK","name":"What Is a Power?","permission":{"default":0},"folder":"","flags":{},"content":"

A power is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a power, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds.

\n

Powers can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{Appendix PH-A}), drain life energy away, and restore life to the dead.

\n

Uncounted thousands of powers have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling powerbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

\n

Power Level

\n

Every power has a level from 0 to 9. A power’s level is a general indicator of how powerful it is, with the lowly (but still impressive) @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} at 1st level and the earth-shaking @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} at 9th. Cantrips—simple but powerful powers that characters can cast almost by rote—are level 0. The higher a power’s level, the higher level a powercaster must be to use that power.

\n

Power level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level power.

\n

Known and Prepared Powers

\n

Before a powercaster can use a power, he or she must have the power firmly fixed in mind, or must have access to the power in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of powers they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other powercasters, such as clerics and wizards, undergo a process of preparing powers. This process varies for different classes, as detailed in their descriptions.

\n

In every case, the number of powers a caster can have fixed in mind at any given time depends on the character’s level.

\n

Power Slots

\n

Regardless of how many powers a caster knows or prepares, he or she can cast only a limited number of powers before resting. Manipulating the fabric of magic and channeling its energy into even a simple power is physically and mentally taxing, and higherlevel powers are even more so. Thus, each powercasting class’s description (except that of the warlock) includes a table showing how many power slots of each power level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level power slots and two 2nd-level slots.

\n

When a character casts a power, he or she expends a slot of that power’s level or higher, effectively “filling” a slot with the power. You can think of a power slot as a groove of a certain size—small for a 1st-level slot, larger for a power of higher level. A 1st-level power fits into a slot of any size, but a 9th-level power fits only in a 9th-level slot. So when Umara casts @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}, a 1st-level power, she spends one of her four 1st-level slots and has three remaining.

\n

Finishing a long rest restores any expended power slots.

\n

Some characters and monsters have special abilities that let them cast powers without using power slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast powers in such a way.

\n

Casting a Power at a Higher Level

\n

When a powercaster casts a power using a slot that is of a higher level than the power, the power assumes the higher level for that casting. For instance, if Umara casts @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the power expands to fill the slot it is put into.

\n

Some powers, such as magic missile and @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}, have more powerful effects when cast at a higher level, as detailed in a power’s description.

\n
\n

Casting in Armor

\n

Because of the mental focus and precise gestures required for powercasting, you must be proficient with the armor you are wearing to cast a power. You are otherwise too distracted and physically hampered by your armor for powercasting.

\n
\n

Cantrips

\n

A cantrip is a power that can be cast at will, without using a power slot and without being prepared in advance. Repeated practice has fixed the power in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s power level is 0.

\n

Rituals

\n

Certain powers have a special tag: ritual. Such a power can be cast following the normal rules for powercasting, or the power can be cast as a ritual. The ritual version of a power takes 10 minutes longer to cast than normal. It also doesn’t expend a power slot, which means the ritual version of a power can’t be cast at a higher level.

\n

To cast a power as a ritual, a powercaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the power prepared or on his or her list of powers known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.

"} +{"_id":"ixN1vVJkzhiaebQK","name":"What Is a Power?","permission":{"default":0},"folder":"","flags":{},"content":"

A power is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a power, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds.

\n

Powers can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see @Compendium[sw5e.rules.lrgT2KMBGTgZD4sA]{Appendix PH-A}), drain life energy away, and restore life to the dead.

\n

Uncounted thousands of powers have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling powerbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

\n

Power Level

\n

Every power has a level from 0 to 9. A power’s level is a general indicator of how powerful it is, with the lowly (but still impressive) @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} at 1st level and the earth-shaking @Compendium[sw5e.powers.3okM6Gn63zzEULkz]{Wish} at 9th. Cantrips—simple but powerful powers that characters can cast almost by rote—are level 0. The higher a power’s level, the higher level a powercaster must be to use that power.

\n

Power level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level power.

\n

Known and Prepared Powers

\n

Before a powercaster can use a power, he or she must have the power firmly fixed in mind, or must have access to the power in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of powers they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other powercasters, such as clerics and wizards, undergo a process of preparing powers. This process varies for different classes, as detailed in their descriptions.

\n

In every case, the number of powers a caster can have fixed in mind at any given time depends on the character’s level.

\n

Power Slots

\n

Regardless of how many powers a caster knows or prepares, he or she can cast only a limited number of powers before resting. Manipulating the fabric of magic and channeling its energy into even a simple power is physically and mentally taxing, and higherlevel powers are even more so. Thus, each powercasting class’s description (except that of the warlock) includes a table showing how many power slots of each power level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level power slots and two 2nd-level slots.

\n

When a character casts a power, he or she expends a slot of that power’s level or higher, effectively “filling” a slot with the power. You can think of a power slot as a groove of a certain size—small for a 1st-level slot, larger for a power of higher level. A 1st-level power fits into a slot of any size, but a 9th-level power fits only in a 9th-level slot. So when Umara casts @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile}, a 1st-level power, she spends one of her four 1st-level slots and has three remaining.

\n

Finishing a long rest restores any expended power slots.

\n

Some characters and monsters have special abilities that let them cast powers without using power slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast powers in such a way.

\n

Casting a Power at a Higher Level

\n

When a powercaster casts a power using a slot that is of a higher level than the power, the power assumes the higher level for that casting. For instance, if Umara casts @Compendium[sw5e.powers.41JIhpDyM9Anm7cs]{Magic Missile} using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the power expands to fill the slot it is put into.

\n

Some powers, such as magic missile and @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}, have more powerful effects when cast at a higher level, as detailed in a power’s description.

\n
\n

Casting in Armor

\n

Because of the mental focus and precise gestures required for powercasting, you must be proficient with the armor you are wearing to cast a power. You are otherwise too distracted and physically hampered by your armor for powercasting.

\n
\n

Cantrips

\n

A cantrip is a power that can be cast at will, without using a power slot and without being prepared in advance. Repeated practice has fixed the power in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s power level is 0.

\n

Rituals

\n

Certain powers have a special tag: ritual. Such a power can be cast following the normal rules for powercasting, or the power can be cast as a ritual. The ritual version of a power takes 10 minutes longer to cast than normal. It also doesn’t expend a power slot, which means the ritual version of a power can’t be cast at a higher level.

\n

To cast a power as a ritual, a powercaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the power prepared or on his or her list of powers known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.

"} {"_id":"jn0Tg6J55h4I9zXs","name":"10. Powercasting","permission":{"default":0},"folder":"","flags":{},"content":"

Magic permeates fantasy gaming worlds and often appears in the form of a power.

\n

This section provides the rules for casting powers. Different character classes have distinctive ways of learning and preparing their powers, and monsters use powers in unique ways. Regardless of its source, a power follows the rules here.

\n

@Compendium[sw5e.rules.ixN1vVJkzhiaebQK]{What Is a Power?}

\n

 › Power Level

\n

 › Known and Prepared Powers

\n

 › Power Slots

\n

 › Cantrips

\n

 › Rituals

\n

@Compendium[sw5e.rules.JH4AH5qkr4FNCXnQ]{Casting a Power}

\n

 › Casting Time

\n

 › Range

\n

 › Components

\n

 › Duration

\n

 › Targets

\n

 › Areas of Effect

\n

 › Saving Throws

\n

 › Attack Rolls

\n

 › Combining Magical Effects

","img":"icons/weapons/staves/staff-ornate-jeweled-blue.webp"} -{"_id":"kMQcMfFY7VGMkKrP","name":"Ability Checks","permission":{"default":0},"folder":"","flags":{},"content":"

An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

\n

For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Typical Difficulty Classes

\n
Task DifficultyDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30
\n

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

\n

Contests

\n

Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal— for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

\n

Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.

\n

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

\n

Skills

\n

Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)

\n

For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

\n

The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.

\n

Strength

\n
    \n
  • Athletics
  • \n
\n

Dexterity

\n
    \n
  • Acrobatics
  • \n
  • Sleight of Hand
  • \n
  • Stealth
  • \n
\n

Intelligence

\n
    \n
  • Arcana
  • \n
  • History
  • \n
  • Investigation
  • \n
  • Nature
  • \n
  • Religion Wisdom
  • \n
\n

Wisdom

\n
    \n
  • Animal Handling
  • \n
  • Insight
  • \n
  • Medicine
  • \n
  • Perception
  • \n
  • Survival
  • \n
\n

Charisma

\n
    \n
  • Deception
  • \n
  • Intimidation 
  • \n
  • Performance 
  • \n
  • Persuasion
  • \n
\n

Sometimes, the GM might ask for an ability check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

\n

For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.

\n

Variant: Skills with Different Abilities

\n

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.

\n

Passive Checks

\n

A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

\n

Here’s how to determine a character’s total for a passive check:

\n

10 + all modifiers that normally apply to the check

\n

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

\n

For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.

\n

The rules on hiding in the @Compendium[sw5e.rules.tK5FwAIu92di2zLZ]{“Dexterity” section} below rely on passive checks, as do the exploration rules.

\n

Working Together

\n

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

\n

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

\n

Group Checks

\n

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.

\n

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

\n

Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

"} +{"_id":"kMQcMfFY7VGMkKrP","name":"Ability Checks","permission":{"default":0},"folder":"","flags":{},"content":"

An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

\n

For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Typical Difficulty Classes

\n
Task DifficultyDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30
\n

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

\n

Contests

\n

Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal— for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

\n

Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.

\n

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

\n

Skills

\n

Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)

\n

For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

\n

The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.

\n

Strength

\n
    \n
  • Athletics
  • \n
\n

Dexterity

\n
    \n
  • Acrobatics
  • \n
  • Sleight of Hand
  • \n
  • Stealth
  • \n
\n

Intelligence

\n
    \n
  • Arcana
  • \n
  • History
  • \n
  • Investigation
  • \n
  • Nature
  • \n
  • Religion Wisdom
  • \n
\n

Wisdom

\n
    \n
  • Animal Handling
  • \n
  • Insight
  • \n
  • Medicine
  • \n
  • Perception
  • \n
  • Survival
  • \n
\n

Charisma

\n
    \n
  • Deception
  • \n
  • Intimidation
  • \n
  • Performance
  • \n
  • Persuasion
  • \n
\n

Sometimes, the GM might ask for an ability check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

\n

For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.

\n

Variant: Skills with Different Abilities

\n

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.

\n

Passive Checks

\n

A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

\n

Here’s how to determine a character’s total for a passive check:

\n

10 + all modifiers that normally apply to the check

\n

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

\n

For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.

\n

The rules on hiding in the @Compendium[sw5e.rules.tK5FwAIu92di2zLZ]{“Dexterity” section} below rely on passive checks, as do the exploration rules.

\n

Working Together

\n

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

\n

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

\n

Group Checks

\n

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.

\n

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

\n

Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

"} {"_id":"l9Iy6sHYrQpEOAxs","name":"04. Personality and Background","permission":{"default":0},"folder":"","flags":{"core":{"sourceId":"JournalEntry.kh29ZhuxNscD4ce5"}},"content":"

@Compendium[sw5e.rules.Y7UCgFzAGdCPR82z]{Alignment}

\n

@Compendium[sw5e.rules.YokpQUkuJwUB0wpy]{Languages}

\n

@Compendium[sw5e.rules.nH479uePVw8HGkLD]{Inspiration}

\n

 › Gaining Inspiration

\n

 › Using Inspiration

\n

@Compendium[sw5e.rules.uTHSGujAj4E8zwFx]{Backgrounds}

\n

 › Acolyte

","img":"icons/environment/people/cleric-grey.webp"} -{"_id":"ln4KF7662eP93keD","name":"Armor","permission":{"default":0},"folder":"","flags":{},"content":"

Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

\n

The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.

\n

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast powers.

\n

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

\n

Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

\n

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

\n

Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

\n

Light Armor

\n

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

\n

Padded. Padded armor consists of quilted layers of cloth and batting.

\n

Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

\n

Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

\n

Medium Armor

\n

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

\n

Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

\n

Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

\n

Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

\n

Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

\n

Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

\n

Heavy Armor

\n

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

\n

Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

\n

Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.

\n

Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

\n

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

\n

Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Armor

\n
ArmorCostArmor Class (AC)StrengthStealthWeight
Light Armor     
     Padded5 gp11 + Dex modifierDisadvantage8 lb.
     Leather10 gp11 + Dex modifier10 lb.
     Studded leather45 gp12 + Dex modifier13 lb.
Medium Armor     
     Hide10 gp12 + Dex modifier (max 2)12 lb.
     Chain shirt50 gp13 + Dex modifier (max 2)20 lb.
     Scale mail50 gp14 + Dex modifier (max 2)Disadvantage45 lb.
     Breastplate400 gp14 + Dex modifier (max 2)20 lb.
     Half plate750 gp15 + Dex modifier (max 2)Disadvantage40 lb.
Heavy Armor     
     Ring mail30 gp14Disadvantage40 lb.
     Chain mail75 gp16Str 13Disadvantage55 lb.
     Splint200 gp17Str 15Disadvantage60 lb.
     Plate1,500 gp18Str 15Disadvantage65 lb.
Shield     
     Shield10 gp26 lb.
\n

Getting Into and Out of Armor

\n

The time it takes to don or doff armor depends on the armor’s category.

\n

Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

\n

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Donning and Doffing Armor

\n
CategoryDonDoff
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
Shield1 action1 action
"} -{"_id":"lrgT2KMBGTgZD4sA","name":"Appendix PH-A: Conditions","permission":{"default":0},"folder":"","flags":{},"content":"

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a power, a class feature, a monsterʼs attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

\n

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

\n

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.

\n

The following definitions specify what happens to a creature while it is subjected to a condition.

\n

@Compendium[sw5e.rules.995mfaI3z7WtY7vK]{Blinded}

\n

@Compendium[sw5e.rules.H8aTFVG3YFAkQ3TK]{Charmed}

\n

@Compendium[sw5e.rules.XnDPIa0MLWhGvuQg]{Deafened}

\n

@Compendium[sw5e.rules.pAcHCDJBhybiVzMF]{Frightened}

\n

@Compendium[sw5e.rules.b4UvTt9P3As79cwm]{Grappled}

\n

@Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{Incapacitated}

\n

@Compendium[sw5e.rules.hMWCeXenROGuhF1K]{Invisible}

\n

@Compendium[sw5e.rules.BJaVW22yVYe7dtzq]{Paralyzed}

\n

@Compendium[sw5e.rules.1XcKtGnKprqX6fa2]{Petrified}

\n

@Compendium[sw5e.rules.prcOUhkWEVppFVbg]{Poisoned}

\n

@Compendium[sw5e.rules.ZkXz0qdkNBkKE6tN]{Prone}

\n

@Compendium[sw5e.rules.QRKWz3p6v9Rl1Tzh]{Restrained }

\n

@Compendium[sw5e.rules.TiD5vnNql12Wh3Pn]{Stunned}

\n

@Compendium[sw5e.rules.MOk1rkF0DeJlcC4l]{Unconscious}

\n

 

\n

@Compendium[sw5e.rules.apBZudO4UA1wj7aC]{Exhaustion}

"} -{"_id":"mKsmKfuLvJ3GjPzN","name":"The Environment","permission":{"default":0},"folder":"","flags":{},"content":"

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.

\n

Falling

\n

A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.

\n

Suffocating

\n

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

\n

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

\n

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

\n

Vision and Light

\n

The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a power, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

\n

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

\n

heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the @Compendium[sw5e.rules.995mfaI3z7WtY7vK]{blinded} condition when trying to see something in that area.

\n

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

\n

Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

\n

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

\n

Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

\n

Blindsight

\n

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

\n

Darkvision

\n

Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

\n

Truesight

\n

A creature with truesight can, out to a specific range, see in normal and magical darkness, see @Compendium[sw5e.rules.hMWCeXenROGuhF1K]{invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

\n

Food and Water

\n

Characters who don’t eat or drink suffer the effects of @Compendium[sw5e.rules.apBZudO4UA1wj7aC]{exhaustion}. Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

\n

Food

\n

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

\n

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

\n

A normal day of eating resets the count of days without food to zero.

\n

Water

\n

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

\n

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

\n

Interacting with Objects

\n

A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.

\n

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

\n

Characters can also damage objects with their weapons and powers. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

\n

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.

"} +{"_id":"ln4KF7662eP93keD","name":"Armor","permission":{"default":0},"folder":"","flags":{},"content":"

Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

\n

The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.

\n

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast powers.

\n

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

\n

Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

\n

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

\n

Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

\n

Light Armor

\n

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

\n

Padded. Padded armor consists of quilted layers of cloth and batting.

\n

Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

\n

Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

\n

Medium Armor

\n

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

\n

Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

\n

Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

\n

Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

\n

Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

\n

Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

\n

Heavy Armor

\n

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

\n

Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

\n

Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.

\n

Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

\n

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

\n

Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Armor

\n
ArmorCostArmor Class (AC)StrengthStealthWeight
Light Armor
Padded5 gp11 + Dex modifierDisadvantage8 lb.
Leather10 gp11 + Dex modifier10 lb.
Studded leather45 gp12 + Dex modifier13 lb.
Medium Armor
Hide10 gp12 + Dex modifier (max 2)12 lb.
Chain shirt50 gp13 + Dex modifier (max 2)20 lb.
Scale mail50 gp14 + Dex modifier (max 2)Disadvantage45 lb.
Breastplate400 gp14 + Dex modifier (max 2)20 lb.
Half plate750 gp15 + Dex modifier (max 2)Disadvantage40 lb.
Heavy Armor
Ring mail30 gp14Disadvantage40 lb.
Chain mail75 gp16Str 13Disadvantage55 lb.
Splint200 gp17Str 15Disadvantage60 lb.
Plate1,500 gp18Str 15Disadvantage65 lb.
Shield
Shield10 gp26 lb.
\n

Getting Into and Out of Armor

\n

The time it takes to don or doff armor depends on the armor’s category.

\n

Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

\n

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Donning and Doffing Armor

\n
CategoryDonDoff
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
Shield1 action1 action
"} +{"_id":"lrgT2KMBGTgZD4sA","name":"Appendix PH-A: Conditions","permission":{"default":0},"folder":"","flags":{},"content":"

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a power, a class feature, a monsterʼs attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

\n

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

\n

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.

\n

The following definitions specify what happens to a creature while it is subjected to a condition.

\n

@Compendium[sw5e.rules.995mfaI3z7WtY7vK]{Blinded}

\n

@Compendium[sw5e.rules.H8aTFVG3YFAkQ3TK]{Charmed}

\n

@Compendium[sw5e.rules.XnDPIa0MLWhGvuQg]{Deafened}

\n

@Compendium[sw5e.rules.pAcHCDJBhybiVzMF]{Frightened}

\n

@Compendium[sw5e.rules.b4UvTt9P3As79cwm]{Grappled}

\n

@Compendium[sw5e.rules.tUYvSkhggFcMpVw5]{Incapacitated}

\n

@Compendium[sw5e.rules.hMWCeXenROGuhF1K]{Invisible}

\n

@Compendium[sw5e.rules.BJaVW22yVYe7dtzq]{Paralyzed}

\n

@Compendium[sw5e.rules.1XcKtGnKprqX6fa2]{Petrified}

\n

@Compendium[sw5e.rules.prcOUhkWEVppFVbg]{Poisoned}

\n

@Compendium[sw5e.rules.ZkXz0qdkNBkKE6tN]{Prone}

\n

@Compendium[sw5e.rules.QRKWz3p6v9Rl1Tzh]{Restrained }

\n

@Compendium[sw5e.rules.TiD5vnNql12Wh3Pn]{Stunned}

\n

@Compendium[sw5e.rules.MOk1rkF0DeJlcC4l]{Unconscious}

\n

\n

@Compendium[sw5e.rules.apBZudO4UA1wj7aC]{Exhaustion}

"} +{"_id":"mKsmKfuLvJ3GjPzN","name":"The Environment","permission":{"default":0},"folder":"","flags":{},"content":"

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.

\n

Falling

\n

A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.

\n

Suffocating

\n

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

\n

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

\n

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

\n

Vision and Light

\n

The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a power, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

\n

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

\n

A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the @Compendium[sw5e.rules.995mfaI3z7WtY7vK]{blinded} condition when trying to see something in that area.

\n

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

\n

Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

\n

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

\n

Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

\n

Blindsight

\n

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

\n

Darkvision

\n

Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

\n

Truesight

\n

A creature with truesight can, out to a specific range, see in normal and magical darkness, see @Compendium[sw5e.rules.hMWCeXenROGuhF1K]{invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

\n

Food and Water

\n

Characters who don’t eat or drink suffer the effects of @Compendium[sw5e.rules.apBZudO4UA1wj7aC]{exhaustion}. Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

\n

Food

\n

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

\n

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

\n

A normal day of eating resets the count of days without food to zero.

\n

Water

\n

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

\n

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

\n

Interacting with Objects

\n

A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.

\n

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

\n

Characters can also damage objects with their weapons and powers. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

\n

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.

"} {"_id":"nFdBKy0SAgsIhi7T","name":"Ability Scores and Modifiers","permission":{"default":0},"folder":"","flags":{},"content":"

Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.

\n

A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.

\n

Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Ability Scores and Modifiers

\n
ScoreModifier
1−5
2–3−4
4–5−3
6–7−2
8–9−1
10–11+0
12–13+1
14–15+2
16–17+3
18–19+4
20–21+5
22–23+6
24–25+7
26–27+8
28–29+9
30+10
\n

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).

\n

Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.

"} {"_id":"nH479uePVw8HGkLD","name":"Inspiration","permission":{"default":0},"folder":"","flags":{},"content":"

Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a power that has been laid on you.

\n

Gaining Inspiration

\n

Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.

\n

You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.

\n

Using Inspiration

\n

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.

\n

Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.

"} -{"_id":"oag7MR9Omacmhzb7","name":"Blindsight","permission":{"default":0},"folder":"","flags":{},"content":"

A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.

\n

Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.

\n

If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. 

"} -{"_id":"pAcHCDJBhybiVzMF","name":"Frightened","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. 
  • \n
  • The creature can’t willingly move closer to the source of its fear.
  • \n
"} -{"_id":"pJW6Xqjdk8nzrYd3","name":"Making an Attack","permission":{"default":0},"folder":"","flags":{},"content":"

Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a power, an attack has a simple structure.

\n
    \n
  1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location.
  2. \n
  3. Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, powers, special abilities, and other effects can apply penalties or bonuses to your attack roll.
  4. \n
  5. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
  6. \n
\n

If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.

\n

Attack Rolls

\n

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

\n

Modifiers to the Roll

\n

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

\n

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

\n

Some powers also require an attack roll. The ability modifier used for a power attack depends on the powercasting ability of the powercaster.

\n

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a power.

\n

Rolling 1 or 20

\n

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

\n

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit.

\n

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.

\n

Unseen Attackers and Targets

\n

Combatants often try to escape their foes’ notice by hiding, casting the @Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{invisibility} power, or lurking in darkness.

\n

When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.

\n

When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.

\n

Ranged Attacks

\n

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many powers also involve making a ranged attack.

\n

Range

\n

You can make ranged attacks only against targets within a specified range.

\n

If a ranged attack, such as one made with a power, has a single range, you can’t attack a target beyond this range.

\n

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range.

\n

Ranged Attacks in Close Combat

\n

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a power, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

\n

Melee Attacks

\n

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few powers also involve making a melee attack.

\n

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

\n

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

\n

Opportunity Attacks

\n

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

\n

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

\n

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

\n

Two-Weapon Fighting

\n

When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

\n

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

\n

Grappling

\n

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

\n

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix PH-A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

\n

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

\n

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

\n
\n

Contests in Combat

\n

Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.

\n
\n

Shoving a Creature

\n

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

\n

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

"} +{"_id":"oag7MR9Omacmhzb7","name":"Blindsight","permission":{"default":0},"folder":"","flags":{},"content":"

A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.

\n

Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.

\n

If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.

"} +{"_id":"pAcHCDJBhybiVzMF","name":"Frightened","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • \n
  • The creature can’t willingly move closer to the source of its fear.
  • \n
"} +{"_id":"pJW6Xqjdk8nzrYd3","name":"Making an Attack","permission":{"default":0},"folder":"","flags":{},"content":"

Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a power, an attack has a simple structure.

\n
    \n
  1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location.
  2. \n
  3. Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, powers, special abilities, and other effects can apply penalties or bonuses to your attack roll.
  4. \n
  5. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
  6. \n
\n

If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.

\n

Attack Rolls

\n

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

\n

Modifiers to the Roll

\n

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

\n

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

\n

Some powers also require an attack roll. The ability modifier used for a power attack depends on the powercasting ability of the powercaster.

\n

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a power.

\n

Rolling 1 or 20

\n

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

\n

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit.

\n

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.

\n

Unseen Attackers and Targets

\n

Combatants often try to escape their foes’ notice by hiding, casting the @Compendium[sw5e.powers.1N8dDMMgZ1h1YJ3B]{invisibility} power, or lurking in darkness.

\n

When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.

\n

When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.

\n

Ranged Attacks

\n

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many powers also involve making a ranged attack.

\n

Range

\n

You can make ranged attacks only against targets within a specified range.

\n

If a ranged attack, such as one made with a power, has a single range, you can’t attack a target beyond this range.

\n

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range.

\n

Ranged Attacks in Close Combat

\n

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a power, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

\n

Melee Attacks

\n

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few powers also involve making a melee attack.

\n

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

\n

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

\n

Opportunity Attacks

\n

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

\n

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

\n

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

\n

Two-Weapon Fighting

\n

When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

\n

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

\n

Grappling

\n

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

\n

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix PH-A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

\n

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

\n

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

\n
\n

Contests in Combat

\n

Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.

\n
\n

Shoving a Creature

\n

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

\n

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

"} {"_id":"pOHY1F2F9Jf9S76B","name":"Trade Goods","permission":{"default":0},"folder":"","flags":{},"content":"

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

\n

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Trade Goods

\n
CostGoods
1 cp1 lb. of wheat
2 cp1 lb. of flour or one chicken
5 cp1 lb. of salt
1 sp1 lb. of iron or 1 sq. yd. of canvas
5 sp1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp1 lb. of ginger or one goat
2 gp1 lb. of cinnamon or pepper, or one sheep
3 gp1 lb. of cloves or one pig
5 gp1 lb. of silver or 1 sq. yd. of linen
10 gp1 sq. yd. of silk or one cow
15 gp1 lb. of saffron or one ox
50 gp1 lb. of gold
500 gp1 lb. of platinum
"} {"_id":"pp8EcJKHl05DxFPO","name":"Cleric Powers","permission":{"default":0},"flags":{},"content":"

Cantrips (0 Level)

\n

@Compendium[sw5e.powers.P7mF2MxSuVJwHRRY]{Guidance}

\n

@Compendium[sw5e.powers.Bnn9Nzajixvow9xi]{Light}

\n

@Compendium[sw5e.powers.kjmjY0zlE6IEiQVL]{Mending}

\n

@Compendium[sw5e.powers.dl8YwvMboBqX2OC4]{Resistance}

\n

@Compendium[sw5e.powers.n9pJzTDsAwQxJVRl]{Sacred Flame}

\n

@Compendium[sw5e.powers.8zT7njvqbpXs4Cel]{Spare the Dying}

\n

@Compendium[sw5e.powers.MUO1uYN7JR1hm4dR]{Thaumaturgy}

\n

1st Level

\n

@Compendium[sw5e.powers.95K2aUhAGV9qXjnf]{Bane}

\n

@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}

\n

@Compendium[sw5e.powers.arzCrMRgcNiQuh43]{Command}

\n

@Compendium[sw5e.powers.a3XtAO5n2GrqiAh5]{Create or Destroy Water}

\n

@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}

\n

@Compendium[sw5e.powers.Mzh95utKDPIrjiH8]{Detect Evil and Good}

\n

@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}

\n

@Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}

\n

@Compendium[sw5e.powers.7buEm5KhI5lP8m1z]{Guiding Bolt}

\n

@Compendium[sw5e.powers.o8Dh7fblk1d16tnO]{Healing Word}

\n

@Compendium[sw5e.powers.ksaaTxIbKx2sJfia]{Inflict Wounds}

\n

@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}

\n

@Compendium[sw5e.powers.Kn7K5PtYUJAKZTTp]{Purify Food and Drink}

\n

@Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary}

\n

@Compendium[sw5e.powers.jZ6JNykRtdQ90MOo]{Shield of Faith}

\n

2nd Level

\n

@Compendium[sw5e.powers.Opwh2PdX4runSBlm]{Aid}

\n

@Compendium[sw5e.powers.4v2H3hHb3Ph9XLNd]{Augury}

\n

@Compendium[sw5e.powers.zwGsAv6kmwzYGhh3]{Blindness/Deafness}

\n

@Compendium[sw5e.powers.3MYDjS6k9IYL0aTj]{Calm Emotions}

\n

@Compendium[sw5e.powers.MK6gpQMeDFo0cP9f]{Continual Flame}

\n

@Compendium[sw5e.powers.9eOZDBImVKxbeOyZ]{Enhance Ability}

\n

@Compendium[sw5e.powers.KrM3oHVv13RAALrS]{Find Traps}

\n

@Compendium[sw5e.powers.n4JDcFKe5ikzYmAc]{Gentle Repose}

\n

@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}

\n

@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}

\n

@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}

\n

@Compendium[sw5e.powers.MOEmz9N0j0QPkKEE]{Prayer of Healing}

\n

@Compendium[sw5e.powers.MAxM77CDUu8dgIRQ]{Protection from Poison}

\n

@Compendium[sw5e.powers.5VhqFROQYjr1P9lp]{Silence}

\n

@Compendium[sw5e.powers.JbxsYXxSOTZbf9I0]{Spiritual Weapon}

\n

@Compendium[sw5e.powers.JVhKeanAXZH62DrF]{Warding Bond}

\n

@Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}

\n

3rd Level

\n

@Compendium[sw5e.powers.oyE5nVppa5mde5gT]{Animate Dead}

\n

@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}

\n

@Compendium[sw5e.powers.pO4zGe5LmFIYqJiL]{Bestow Curse}

\n

@Compendium[sw5e.powers.cg50KpBkBdPK6vPL]{Clairvoyance}

\n

@Compendium[sw5e.powers.BV0mpbHh29IbbIj5]{Create Food and Water}

\n

@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}

\n

@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}

\n

@Compendium[sw5e.powers.pB7XVYwdGNcUG935]{Glyph of Warding}

\n

@Compendium[sw5e.powers.y8A4HfTwd93ypdEz]{Magic Circle}

\n

@Compendium[sw5e.powers.34ddoYIrnOZ2GFYi]{Mass Healing Word}

\n

@Compendium[sw5e.powers.64uo4fHriHLjRUrX]{Meld into Stone}

\n

@Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}

\n

@Compendium[sw5e.powers.XZhdgVK3cLoxNCQl]{Remove Curse}

\n

@Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify}

\n

@Compendium[sw5e.powers.GtGjNjPBgUHxGYAD]{Sending}

\n

@Compendium[sw5e.powers.I2LUSF5ogc7Bj62e]{Speak with Dead}

\n

@Compendium[sw5e.powers.uCud2s4TjMfjiXUb]{Spirit Guardians}

\n

@Compendium[sw5e.powers.gopnZvS0c2jD5FP8]{Tongues}

\n

@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}

\n

4th Level

\n

@Compendium[sw5e.powers.pxpb2eOB6bv4phAf]{Banishment}

\n

@Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control Water}

\n

@Compendium[sw5e.powers.VtCXMdyM6mAdIJZb]{Death Ward}

\n

@Compendium[sw5e.powers.XqzXSKNR75ZdYTA9]{Divination}

\n

@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}

\n

@Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}

\n

@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}

\n

@Compendium[sw5e.powers.QvGcdRUSNRKEQJlK]{Stone Shape}

\n

5th Level

\n

@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}

\n

@Compendium[sw5e.powers.CjIq8Ed7bu3vVwT1]{Contagion}

\n

@Compendium[sw5e.powers.TkJ8Wtg1L7TZtspm]{Dispel Evil and Good}

\n

@Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}

\n

@Compendium[sw5e.powers.JQyigMNPiDnGI18b]{Geas}

\n

@Compendium[sw5e.powers.WzvJ7G3cqvIubsLk]{Greater Restoration}

\n

@Compendium[sw5e.powers.SLxA9QhrggTz0taU]{Hallow}

\n

@Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}

\n

@Compendium[sw5e.powers.W4Qx5z0id6da0vqg]{Legend Lore}

\n

@Compendium[sw5e.powers.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds}

\n

@Compendium[sw5e.powers.42O2aNBW7vK90gTL]{Planar Binding}

\n

@Compendium[sw5e.powers.AGFMPAmuzwWO6Dfz]{Raise Dead}

\n

@Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}

\n

6th Level

\n

@Compendium[sw5e.powers.dLJhxDfeyOsc3zsY]{Blade Barrier}

\n

@Compendium[sw5e.powers.E4NXux0RHvME1XgP]{Create Undead}

\n

@Compendium[sw5e.powers.cYI4RNNjI5GAmLhy]{Find the Path}

\n

@Compendium[sw5e.powers.64D1gNZ4hx7SWG2x]{Forbiddance}

\n

@Compendium[sw5e.powers.tMH6Ivn4GmE1naMj]{Harm}

\n

@Compendium[sw5e.powers.qcYitWoSMTnKkzM1]{Heal}

\n

@Compendium[sw5e.powers.mgFqi0ev8f7Ut19y]{Heroes' Feast}

\n

@Compendium[sw5e.powers.fkREcytuZ8sngWtC]{Planar Ally}

\n

@Compendium[sw5e.powers.XzkJpE6XpZfKjODD]{True Seeing}

\n

@Compendium[sw5e.powers.76C0FdcxlU8F9Rl2]{Word of Recall}

\n

7th Level

\n

@Compendium[sw5e.powers.XT7nzJmVGgv73uaf]{Conjure Celestial}

\n

@Compendium[sw5e.powers.T1vpZLam7LezjToj]{Divine Word}

\n

@Compendium[sw5e.powers.PQuEgKyCdovOvhqN]{Etherealness}

\n

@Compendium[sw5e.powers.J3uILDYS7MiOfmTJ]{Fire Storm}

\n

@Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift}

\n

@Compendium[sw5e.powers.9kGrFXnLiRg3Xnbo]{Regenerate}

\n

@Compendium[sw5e.powers.jhhT9PsHy5A7EojO]{Resurrection}

\n

@Compendium[sw5e.powers.B2kbmgbA2WQR00kx]{Symbol}

\n

8th Level

\n

@Compendium[sw5e.powers.Eon0jzGzQRNluTPQ]{Antimagic Field}

\n

@Compendium[sw5e.powers.ZPd73HtKF3At11jh]{Control Weather}

\n

@Compendium[sw5e.powers.x5JNBSyIBBZsjcGT]{Earthquake}

\n

@Compendium[sw5e.powers.j8S49Rea8b1640Zi]{Holy Aura}

\n

9th Level

\n

@Compendium[sw5e.powers.TIoadMIsUKD4edXi]{Astral Projection}

\n

@Compendium[sw5e.powers.XbwGq5kDJNvAxNXV]{Gate}

\n

@Compendium[sw5e.powers.Y6oItIuhOJZ0i0FC]{Mass Heal}

\n

@Compendium[sw5e.powers.qLeEXZDbW5y4bmLY]{True Resurrection}

"} {"_id":"prcOUhkWEVppFVbg","name":"Poisoned","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • A poisoned creature has disadvantage on attack rolls and ability checks.
  • \n
"} -{"_id":"qLXNi9sr82rz60ji","name":"07. Using Ability Scores","permission":{"default":0},"folder":"","flags":{},"content":"

Six abilities provide a quick description of every creature’s physical and mental characteristics:

\n
    \n
  • Strength, measuring physical power
  • \n
  • Dexterity, measuring agility
  • \n
  • Constitution, measuring endurance
  • \n
  • Intelligence, measuring reasoning and memory
  • \n
  • Wisdom, measuring perception and insight 
  • \n
  • Charisma, measuring force of personality
  • \n
\n

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature’s assets as well as weaknesses.

\n

The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.

\n

@Compendium[sw5e.rules.nFdBKy0SAgsIhi7T]{Ability Scores and Modifiers}

\n

@Compendium[sw5e.rules.Au49u5X1n0R8Ali4]{Advantage and Disadvantage}

\n

@Compendium[sw5e.rules.PaKUefllxSnLDjaI]{Proficiency Bonus}

\n

@Compendium[sw5e.rules.kMQcMfFY7VGMkKrP]{Ability Checks}

\n

 › Contests

\n

 › Skills

\n

 › Passive Checks

\n

 › Working Together

\n

@Compendium[sw5e.rules.tK5FwAIu92di2zLZ]{Using Each Ability}

\n

@Compendium[sw5e.rules.ekSNjjsCSyl2kxEi]{Saving Throws}

","img":"icons/sundries/gaming/dice-runed-brown.webp"} +{"_id":"qLXNi9sr82rz60ji","name":"07. Using Ability Scores","permission":{"default":0},"folder":"","flags":{},"content":"

Six abilities provide a quick description of every creature’s physical and mental characteristics:

\n
    \n
  • Strength, measuring physical power
  • \n
  • Dexterity, measuring agility
  • \n
  • Constitution, measuring endurance
  • \n
  • Intelligence, measuring reasoning and memory
  • \n
  • Wisdom, measuring perception and insight
  • \n
  • Charisma, measuring force of personality
  • \n
\n

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature’s assets as well as weaknesses.

\n

The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.

\n

@Compendium[sw5e.rules.nFdBKy0SAgsIhi7T]{Ability Scores and Modifiers}

\n

@Compendium[sw5e.rules.Au49u5X1n0R8Ali4]{Advantage and Disadvantage}

\n

@Compendium[sw5e.rules.PaKUefllxSnLDjaI]{Proficiency Bonus}

\n

@Compendium[sw5e.rules.kMQcMfFY7VGMkKrP]{Ability Checks}

\n

 › Contests

\n

 › Skills

\n

 › Passive Checks

\n

 › Working Together

\n

@Compendium[sw5e.rules.tK5FwAIu92di2zLZ]{Using Each Ability}

\n

@Compendium[sw5e.rules.ekSNjjsCSyl2kxEi]{Saving Throws}

","img":"icons/sundries/gaming/dice-runed-brown.webp"} {"_id":"qsjZVCAWStczYC6g","name":"Druid Powers","permission":{"default":0},"folder":"","flags":{},"content":"

Cantrips (0 Level)

\n

@Compendium[sw5e.powers.SbSvZKkJASyk8jKo]{Druidcraft}

\n

@Compendium[sw5e.powers.P7mF2MxSuVJwHRRY]{Guidance}

\n

@Compendium[sw5e.powers.kjmjY0zlE6IEiQVL]{Mending}

\n

@Compendium[sw5e.powers.g2u9PYfqWQAyg9OI]{Poison Spray}

\n

@Compendium[sw5e.powers.eCPQuQkIabFKTl9u]{Produce Flame}

\n

@Compendium[sw5e.powers.dl8YwvMboBqX2OC4]{Resistance}

\n

@Compendium[sw5e.powers.VzgFzcmocr1X1cp4]{Shillelagh}

\n

1st Level

\n

@Compendium[sw5e.powers.hDOENzjuj5WpLq7B]{Animal Friendship}

\n

@Compendium[sw5e.powers.eS7XnnApoxRxYXPs]{Charm Person}

\n

@Compendium[sw5e.powers.a3XtAO5n2GrqiAh5]{Create or Destroy Water}

\n

@Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}

\n

@Compendium[sw5e.powers.ghXTfe7sgCbgf1Q8]{Detect Magic}

\n

@Compendium[sw5e.powers.2skfDtglk1mGrb3l]{Detect Poison and Disease}

\n

@Compendium[sw5e.powers.gMrWeG8fMDPRFiVe]{Entangle}

\n

@Compendium[sw5e.powers.nqBDWkVOfcGZt4YU]{Faerie Fire}

\n

@Compendium[sw5e.powers.IBJmWjzbQGu7M4UX]{Fog Cloud}

\n

@Compendium[sw5e.powers.Qf6CAZkc7ms4ZY3e]{Goodberry}

\n

@Compendium[sw5e.powers.o8Dh7fblk1d16tnO]{Healing Word}

\n

@Compendium[sw5e.powers.ZrTc23tToJ0JpH2h]{Jump}

\n

@Compendium[sw5e.powers.B0pnIcc52O6G8hi8]{Longstrider}

\n

@Compendium[sw5e.powers.Kn7K5PtYUJAKZTTp]{Purify Food and Drink}

\n

@Compendium[sw5e.powers.aL1F8fvYLtNzUbKu]{Speak with Animals}

\n

@Compendium[sw5e.powers.WTbOQBsarsL1LuXJ]{Thunderwave}

\n

2nd Level

\n

@Compendium[sw5e.powers.X8w9EzYLGc4vQ1H2]{Animal Messenger}

\n

@Compendium[sw5e.powers.JPwIEfgUPVebr5AH]{Barkskin}

\n

@Compendium[sw5e.powers.hJ6ZiA3fpoY8v9cp]{Darkvision}

\n

@Compendium[sw5e.powers.9eOZDBImVKxbeOyZ]{Enhance Ability}

\n

@Compendium[sw5e.powers.KrM3oHVv13RAALrS]{Find Traps}

\n

@Compendium[sw5e.powers.Advtckpz1B733bu9]{Flame Blade}

\n

@Compendium[sw5e.powers.FjYE214HTERCRZNm]{Flaming Sphere}

\n

@Compendium[sw5e.powers.FSMy6VAjDnXY9vWz]{Gust of Wind}

\n

@Compendium[sw5e.powers.2yHXEcrRbadZDr5M]{Heat Metal}

\n

@Compendium[sw5e.powers.3Lo9boi7P2ro6QV4]{Hold Person}

\n

@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}

\n

@Compendium[sw5e.powers.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants}

\n

@Compendium[sw5e.powers.SleYkHovQ8NagmeV]{Locate Object}

\n

@Compendium[sw5e.powers.bV3yun6MIuFj71Er]{Moonbeam}

\n

@Compendium[sw5e.powers.pRMvmknwLf2tdMTj]{Pass without Trace}

\n

@Compendium[sw5e.powers.MAxM77CDUu8dgIRQ]{Protection from Poison}

\n

@Compendium[sw5e.powers.9gYGkrL6qFTsE6fw]{Spike Growth}

\n

3rd Level

\n

@Compendium[sw5e.powers.ehvmg9U9fcMEhE4z]{Call Lightning}

\n

@Compendium[sw5e.powers.1Drt0SHxbEAHxprN]{Conjure Animals}

\n

@Compendium[sw5e.powers.BP3GCwa66IAw1yTG]{Daylight}

\n

@Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}

\n

@Compendium[sw5e.powers.64uo4fHriHLjRUrX]{Meld into Stone}

\n

@Compendium[sw5e.powers.YWtwzp6ZnQJMEmVW]{Plant Growth}

\n

@Compendium[sw5e.powers.j8NtLXOOJ3GAKF8I]{Protection from Energy}

\n

@Compendium[sw5e.powers.dhqBY4TvVjxVmOZd]{Sleet Storm}

\n

@Compendium[sw5e.powers.2VXGS206tuChoeXy]{Speak with Plants}

\n

@Compendium[sw5e.powers.13uVuBQP6VaiSPvC]{Water Breathing}

\n

@Compendium[sw5e.powers.YBda6nLKjxdT1LbS]{Water Walk}

\n

@Compendium[sw5e.powers.ew6GA8dJy2spQmFW]{Wind Wall}

\n

4th Level

\n

@Compendium[sw5e.powers.pybg5MNc3lkerH4Y]{Blight}

\n

@Compendium[sw5e.powers.9hQXdMSmerkTsHDe]{Confusion}

\n

@Compendium[sw5e.powers.KgEw3sDr39C6g8nY]{Conjure Minor Elementals}

\n

@Compendium[sw5e.powers.dEfSELiY1eO3cpX9]{Conjure Woodland Beings}

\n

@Compendium[sw5e.powers.7fFHlBk3UNX8gPKL]{Control Water}

\n

@Compendium[sw5e.powers.LrPvWHBPmiMQQsKB]{Dominate Beast}

\n

@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}

\n

@Compendium[sw5e.powers.czXrVRx6XYRWsHAi]{Giant Insect}

\n

@Compendium[sw5e.powers.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}

\n

@Compendium[sw5e.powers.WN2LWEljYU6QqnRH]{Ice Storm}

\n

@Compendium[sw5e.powers.gXtzz9t1DTzJeLr4]{Locate Creature}

\n

@Compendium[sw5e.powers.04nMsTWkIFvkbXlY]{Polymorph}

\n

@Compendium[sw5e.powers.QvGcdRUSNRKEQJlK]{Stone Shape}

\n

@Compendium[sw5e.powers.ReMbjfeOKoSj3O79]{Stoneskin}

\n

@Compendium[sw5e.powers.X3DrXgxjwI2dvkD6]{Wall of Fire}

\n

5th Level

\n

@Compendium[sw5e.powers.wXzkqpeFP8eWgJzK]{Antilife Shell}

\n

@Compendium[sw5e.powers.MCEpGpvovcXagwQS]{Awaken}

\n

@Compendium[sw5e.powers.dp6xny4v8PDoIGjh]{Commune with Nature}

\n

@Compendium[sw5e.powers.1LkZvINag7KqBmDR]{Conjure Elemental}

\n

@Compendium[sw5e.powers.CjIq8Ed7bu3vVwT1]{Contagion}

\n

@Compendium[sw5e.powers.JQyigMNPiDnGI18b]{Geas}

\n

@Compendium[sw5e.powers.WzvJ7G3cqvIubsLk]{Greater Restoration}

\n

@Compendium[sw5e.powers.OVikYmSdHliAG2YD]{Insect Plague}

\n

@Compendium[sw5e.powers.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds}

\n

@Compendium[sw5e.powers.42O2aNBW7vK90gTL]{Planar Binding}

\n

@Compendium[sw5e.powers.zMEo5DKK8uxsuWnq]{Reincarnate}

\n

@Compendium[sw5e.powers.fVbCxFRaORalHB20]{Scrying}

\n

@Compendium[sw5e.powers.DUBgwHPakcLDkB6W]{Tree Stride}

\n

@Compendium[sw5e.powers.NmoRmM1mhuM3pqnY]{Wall of Stone}

\n

6th Level

\n

@Compendium[sw5e.powers.yN3XZZujhR4aVvPa]{Conjure Fey}

\n

@Compendium[sw5e.powers.cYI4RNNjI5GAmLhy]{Find the Path}

\n

@Compendium[sw5e.powers.qcYitWoSMTnKkzM1]{Heal}

\n

@Compendium[sw5e.powers.mgFqi0ev8f7Ut19y]{Heroes' Feast}

\n

@Compendium[sw5e.powers.yI0XWIgI0IGGsR3R]{Move Earth}

\n

@Compendium[sw5e.powers.2RC0EyvBLPH88PZF]{Sunbeam}

\n

@Compendium[sw5e.powers.s7nXgot5gGZVcMrv]{Transport via Plants}

\n

@Compendium[sw5e.powers.AQsBc94ES7W7s7iG]{Wall of Thorns}

\n

@Compendium[sw5e.powers.8PJAsHmbu6UgDHC0]{Wind Walk}

\n

7th Level

\n

@Compendium[sw5e.powers.J3uILDYS7MiOfmTJ]{Fire Storm}

\n

@Compendium[sw5e.powers.f38w5rd9SgdmWc6F]{Mirage Arcane}

\n

@Compendium[sw5e.powers.J6Jpw5XzB5aTeqnz]{Plane Shift}

\n

@Compendium[sw5e.powers.9kGrFXnLiRg3Xnbo]{Regenerate}

\n

@Compendium[sw5e.powers.ERCv7yuRkQ0YjGx6]{Reverse Gravity}

\n

8th Level

\n

@Compendium[sw5e.powers.ohqAIBg6de989CIo]{Animal Shapes}

\n

@Compendium[sw5e.powers.GJ2WYm3SQFR0winH]{Antipathy/Sympathy}

\n

@Compendium[sw5e.powers.ZPd73HtKF3At11jh]{Control Weather}

\n

@Compendium[sw5e.powers.x5JNBSyIBBZsjcGT]{Earthquake}

\n

@Compendium[sw5e.powers.hYCrN82dMJFuJODB]{Feeblemind}

\n

@Compendium[sw5e.powers.hzK7FQya0BDjSmLE]{Sunburst}

\n

9th Level

\n

@Compendium[sw5e.powers.6HEEhLdJz32TL4Js]{Foresight}

\n

@Compendium[sw5e.powers.N2UEFq8X5LRsLcOZ]{Shapechange}

\n

@Compendium[sw5e.powers.7KjExw0kmuqERa7C]{Storm of Vengeance}

\n

@Compendium[sw5e.powers.qLeEXZDbW5y4bmLY]{True Resurrection}

"} {"_id":"rjStJTCJtoSqua8Z","name":"Appendix MM-A: Miscellaneous Creatures","permission":{"default":0},"folder":"","flags":{},"content":"

This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.

\n

A

\n

@Compendium[sw5e.monsters.K5cKmPoFkpuOotis]{Ape}

\n

@Compendium[sw5e.monsters.gaSTr7DFZJLmgI2J]{Awakened Shrub}

\n

@Compendium[sw5e.monsters.UR2gWLFHmFwG7ReH]{Awakened Tree}

\n

@Compendium[sw5e.monsters.SXXvwaLBNuzBymp3]{Axe Beak}

\n

B

\n

@Compendium[sw5e.monsters.JW8bXggOMBx1S6tF]{Baboon}

\n

@Compendium[sw5e.monsters.oQvORD924obyPdCc]{Badger}

\n

@Compendium[sw5e.monsters.qav2dvMIUiMQCCsy]{Bat}

\n

@Compendium[sw5e.monsters.D5WjGwKskeUT8HXa]{Black Bear}

\n

@Compendium[sw5e.monsters.jOANE6M0My6UJF4e]{Blink Dog}

\n

@Compendium[sw5e.monsters.AJiJW7K957aJJCN6]{Blood Hawk}

\n

@Compendium[sw5e.monsters.lZR4lhNmYSf89s4Q]{Boar}

\n

@Compendium[sw5e.monsters.omcDpBoB69esCXeM]{Brown Bear}

\n

C

\n

@Compendium[sw5e.monsters.FQMFuzzSh73d0Nrd]{Camel}

\n

@Compendium[sw5e.monsters.hIf83RD3ZVW4Egfi]{Cat}

\n

@Compendium[sw5e.monsters.UTuKdTah1DKfPwWe]{Constrictor Snake}

\n

@Compendium[sw5e.monsters.8RgUhb31VvjUNZU1]{Crab}

\n

@Compendium[sw5e.monsters.8aCTKP5qaBPFOqxM]{Crocodile}

\n

D

\n

@Compendium[sw5e.monsters.PH78NBdvoaszAb61]{Death Dog}

\n

@Compendium[sw5e.monsters.4EODJbmPlpnNGVR7]{Deer}

\n

@Compendium[sw5e.monsters.EYiQZ3rFL25fEJY5]{Dire Wolf}

\n

@Compendium[sw5e.monsters.Bupo3E9X5Ptx6XeT]{Draft Horse}

\n

E

\n

@Compendium[sw5e.monsters.EI8w6XjzCZICkox9]{Eagle}

\n

@Compendium[sw5e.monsters.jLPhaBnMtAbB5dp1]{Elephant}

\n

@Compendium[sw5e.monsters.55PkbskG5iBZGrgR]{Elk}

\n

F

\n

@Compendium[sw5e.monsters.SMfgOsfPgf6rb01k]{Flying Snake}

\n

@Compendium[sw5e.monsters.EZgiprHXA2D7Uyb3]{Frog}

\n

G

\n

@Compendium[sw5e.monsters.8MuL8xisavJW9bnw]{Giant Ape}

\n

@Compendium[sw5e.monsters.cJGY1ZywUOo6heNR]{Giant Badger}

\n

@Compendium[sw5e.monsters.SoK7l5zJQKxTVgLL]{Giant Bat}

\n

@Compendium[sw5e.monsters.SsuCaF2fIEoDdFA3]{Giant Boar}

\n

@Compendium[sw5e.monsters.Hn8FFLEzscgT7azz]{Giant Centipede}

\n

@Compendium[sw5e.monsters.NpvwE1feOHyEqAbP]{Giant Constrictor Snake}

\n

@Compendium[sw5e.monsters.AOJvmk1IchxNxQzP]{Giant Crab}

\n

@Compendium[sw5e.monsters.3YwmvDupMwycWNCO]{Giant Crocodile}

\n

@Compendium[sw5e.monsters.9bHoR8k5D2DKHaF3]{Giant Eagle}

\n

@Compendium[sw5e.monsters.hQt3qIahnB1Odb40]{Giant Elk}

\n

@Compendium[sw5e.monsters.Z0GiAv3bJxTjUfjM]{Giant Fire Beetle}

\n

@Compendium[sw5e.monsters.kSAi2KRonL4G4JpO]{Giant Frog}

\n

@Compendium[sw5e.monsters.rjqk7ToMD8sGr3n4]{Giant Goat}

\n

@Compendium[sw5e.monsters.aAqfEHPiVbhMwZ6j]{Giant Hyena}

\n

@Compendium[sw5e.monsters.pLzSh4dA517Tn73E]{Giant Lizard}

\n

@Compendium[sw5e.monsters.p9Xnr820UAZBOIVN]{Giant Octopus}

\n

@Compendium[sw5e.monsters.VVXly3ue0i3YgGrB]{Giant Owl}

\n

@Compendium[sw5e.monsters.ZW39DE2zI3TXVYC9]{Giant Poisonous Snake}

\n

@Compendium[sw5e.monsters.q1YJIeIt6rK8fCKn]{Giant Rat}

\n

@Compendium[sw5e.monsters.z0zvgcIugizwcuxJ]{Giant Rat (Diseased)}

\n

@Compendium[sw5e.monsters.GxgIVRX5GbVTifiF]{Giant Scorpion}

\n

@Compendium[sw5e.monsters.c9XDGsTJRy9HUaxQ]{Giant Sea Horse}

\n

@Compendium[sw5e.monsters.MWlwLlKXh8jUUxOL]{Giant Shark}

\n

@Compendium[sw5e.monsters.v99wOosUJjUgcUNF]{Giant Spider}

\n

@Compendium[sw5e.monsters.Ixo5shumxy4I9qyD]{Giant Toad}

\n

@Compendium[sw5e.monsters.4ZlUHt4xmB7GdPfk]{Giant Vulture}

\n

@Compendium[sw5e.monsters.4tl0s2SnaLjkoDiI]{Giant Wasp}

\n

@Compendium[sw5e.monsters.8VXxqeBvN54rPh81]{Giant Weasel}

\n

@Compendium[sw5e.monsters.f9JbhBfWucrY2eDA]{Giant Wolf Spider}

\n

@Compendium[sw5e.monsters.y8sRU8Ks2lcrGsaf]{Goat}

\n

H

\n

@Compendium[sw5e.monsters.fnkPNfIpS62LqOu4]{Hawk}

\n

@Compendium[sw5e.monsters.siBUEAj4UVdaiH6p]{Hunter Shark}

\n

@Compendium[sw5e.monsters.cDr1JtzEV26bP5Ym]{Hyena}

\n

J

\n

@Compendium[sw5e.monsters.MZYCPIVoBs918qGZ]{Jackal}

\n

K

\n

@Compendium[sw5e.monsters.ciLSItjCpwT7nMmk]{Killer Whale}

\n

L

\n

@Compendium[sw5e.monsters.hjhERRzafCiFFVLA]{Lion}

\n

@Compendium[sw5e.monsters.I2x01hzOjVN4NUjf]{Lizard}

\n

M

\n

@Compendium[sw5e.monsters.MiYRAIHwm9It1in8]{Mammoth}

\n

@Compendium[sw5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}

\n

@Compendium[sw5e.monsters.Vk7uHVkJ5b26gaTh]{Mule}

\n

O

\n

@Compendium[sw5e.monsters.3UUNbGiG2Yf1ZPxM]{Octopus}

\n

@Compendium[sw5e.monsters.d0prpsGSAorDadec]{Owl}

\n

P

\n

@Compendium[sw5e.monsters.AijNdqMurWxDxUSl]{Panther}

\n

@Compendium[sw5e.monsters.llSG0Hi4eGlRlQ4o]{Phase Spider}

\n

@Compendium[sw5e.monsters.D5rwVIxmfFrdyyxT]{Poisonous Snake}

\n

@Compendium[sw5e.monsters.hb6pjvdCNYmLLp8V]{Polar Bear}

\n

@Compendium[sw5e.monsters.PHO4J98zK2p4KNyc]{Pony}

\n

Q

\n

@Compendium[sw5e.monsters.nkyCGJ9wXeAZkyyz]{Quipper}

\n

R

\n

@Compendium[sw5e.monsters.pozQUPTnLZW8epox]{Rat}

\n

@Compendium[sw5e.monsters.LPdX5YLlwci0NDZx]{Raven}

\n

@Compendium[sw5e.monsters.F0yILX4xKKt4dxKY]{Reef Shark}

\n

@Compendium[sw5e.monsters.SBCe2BSa6opTS5M4]{Rhinoceros}

\n

@Compendium[sw5e.monsters.rz8UTUnFT87BsAFR]{Riding Horse}

\n

S

\n

@Compendium[sw5e.monsters.tYYoifu9teGLetVI]{Saber-Toothed Tiger}

\n

@Compendium[sw5e.monsters.Y0vxQVF7w2P38FK2]{Scorpion}

\n

@Compendium[sw5e.monsters.OQqybZoMeDFn5AFD]{Sea Hag}

\n

@Compendium[sw5e.monsters.28gU50HtG8Kp7uIz]{Spider}

\n

@Compendium[sw5e.monsters.PcZ0QjIG6bHpffp9]{Swarm of Bats}

\n

@Compendium[sw5e.monsters.dZZFmG8LiBlgWi76]{Swarm of Beetles}

\n

@Compendium[sw5e.monsters.KC4tYOolARhajP18]{Swarm of Centipedes}

\n

@Compendium[sw5e.monsters.S0zDrv6lbnwWaz9E]{Swarm of Insects}

\n

@Compendium[sw5e.monsters.XfQMBoTh892XSnCX]{Swarm of Poisonous Snakes}

\n

@Compendium[sw5e.monsters.KXG5XLIwKhn1V0Y5]{Swarm of Quippers}

\n

@Compendium[sw5e.monsters.8ihbbjkaOFTPbI73]{Swarm of Rats}

\n

@Compendium[sw5e.monsters.g40zN6xMye6bSS94]{Swarm of Ravens}

\n

@Compendium[sw5e.monsters.4udpeEneFSZK9NTB]{Swarm of Spiders}

\n

@Compendium[sw5e.monsters.YUaprnengdFDNG8P]{Swarm of Wasps}

\n

T

\n

@Compendium[sw5e.monsters.FayqbnjBMszO6Pat]{Tiger}

\n

V

\n

@Compendium[sw5e.monsters.fkJ8Z8zi2JtlcHh9]{Vulture}

\n

W

\n

@Compendium[sw5e.monsters.T1xZTDCGuvMBSq8d]{Warhorse}

\n

@Compendium[sw5e.monsters.WOdeacKCYVhgLDuN]{Weasel}

\n

@Compendium[sw5e.monsters.yGTh874etxUckmAf]{Winter Wolf}

\n

@Compendium[sw5e.monsters.yawTeS8u2FCfzzZH]{Wolf}

\n

@Compendium[sw5e.monsters.VBkp2rGQKvMcCOus]{Worg}

"} -{"_id":"soqKcpGwvId8hQ9r","name":"Tools","permission":{"default":0},"folder":"","flags":{},"content":"

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Tools

\n
ItemCostWeight
Artisan’s tools  
     Alchemist’s supplies50 gp8 lb.
     Brewer’s supplies20 gp9 lb.
     Calligrapher's supplies10 gp5 lb.
     Carpenter’s tools8 gp6 lb.
     Cartographer’s tools15 gp6 lb.
     Cobbler’s tools5 gp5 lb.
     Cook’s utensils1 gp8 lb.
     Glassblower’s tools30 gp5 lb.
     Jeweler’s tools25 gp2 lb.
     Leatherworker’s tools5 gp5 lb.
     Mason’s tools10 gp8 lb.
     Painter’s supplies10 gp5 lb.
     Potter’s tools10 gp3 lb.
     Smith’s tools20 gp8 lb.
     Tinker’s tools50 gp10 lb.
     Weaver’s tools1 gp5 lb.
     Woodcarver’s tools1 gp5 lb.
     Disguise kit25 gp3 lb.
     Forgery kit15 gp5 lb.
Gaming set  
     Dice set1 sp
     Playing card set5 sp
Herbalism kit5 gp3 lb.
Musical instrument  
     Bagpipes30 gp6 lb.
     Drum6 gp3 lb.
     Dulcimer25 gp10 lb.
     Flute2 gp1 lb.
     Lute35 gp2 lb.
     Lyre30 gp2 lb.
     Horn3 gp2 lb.
     Pan flute12 gp2 lb.
     Shawm2 gp1 lb.
     Viol30 gp1 lb.
Navigator’s tools25 gp2 lb.
Poisoner’s kit50 gp2 lb.
Thieves’ tools25 gp1 lb.
Vehicles (land or water)**
* See the @Compendium[sw5e.rules.IAlkoC9IZnU1PzrR]{Mounts and Vehicles} section.
\n

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

\n

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

\n

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

\n

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

\n

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and @Compendium[sw5e.items.ytlsBjYsZ7OBSEBs]{Potion of Healing}.

\n

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

\n

Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

\n

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

\n

Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

"} -{"_id":"szHg2dwyoTwXEVnx","name":"Magic Items","permission":{"default":0},"folder":"","flags":{},"content":"

Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.

\n

Attunement

\n

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a powercasting class, a monster qualifies if it has power slots and uses that class’s power list.) If the prerequisite is to be a powercaster, a creature qualifies if it can cast at least one power using its traits or features, not using a magic item or the like.

\n

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

\n

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

\n

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one @Compendium[sw5e.items.QtmVEreNIWEVOoLR]{Ring of Protection} at a time.

\n

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

\n

Wearing and Wielding Items

\n

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

\n

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.

\n

When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.

\n

Multiple Items of the Same Kind

\n

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

\n

Paired Items

\n

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.

\n

Activating an Item

\n

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.

\n

If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

\n

Command Word

\n

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence power.

\n

Consumables

\n

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

\n

Powers

\n

Some magic items allow the user to cast a power from the item. The power is cast at the lowest possible power level, doesn’t expend any of the user’s power slots, and requires no components, unless the item’s description says otherwise. The power uses its normal casting time, range, and duration, and the user of the item must concentrate if the power requires concentration. Many items, such as potions, bypass the casting of a power and confer the power’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a power.

\n

A magic item, such as certain staffs, may require you to use your own powercasting ability when you cast a power from the item. If you have more than one powercasting ability, you choose which one to use with the item. If you don’t have a powercasting ability—perhaps you’re a rogue with the Use Magic Device feature—your powercasting ability modifier is +0 for the item, and your proficiency bonus does apply.

\n

Charges

\n

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify power is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

\n

Magic Items A-Z

\n

Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.

\n

@Compendium[sw5e.rules.047BvjZASKrbxwTo]{Magic Items A-Z}

\n

Sentient Magic Items

\n

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

\n

Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.

\n

Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

\n

Creating Sentient Magic Items

\n

When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.

\n

Abilities

\n

A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.

\n

Communication

\n

A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Communication
01–60The item communicates by transmitting emotion to the creature carrying or wielding it.
61–90The item can speak, read, and understand one or more languages.
91–00The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.
\n

Senses

\n

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d4Senses
1Hearing and normal vision out to 30 feet.
2Hearing and normal vision out to 60 feet
3Hearing and normal vision out to 120 feet.
4Hearing and darkvision out to 120 feet.
\n

Alignment

\n

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Alignment
01–15Lawful good
16–35Neutral good
36–50Chaotic good
51–63Lawful neutral
64–73Neutral
74–85Chaotic neutral
86–89Lawful evil
90–96Neutral evil
97–00Chaotic evil
\n

Special Purpose

\n

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Purpose
1Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5Templar: The item seeks to defend the servants and interests of a particular deity.
6Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10Creator Seeker: The item seeks its creator and wants to understand why it was created.
\n

Conflict

\n

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:

\n
    \n
  • The item insists on being carried or worn at all times.
  • \n
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • \n
  • The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
  • \n
  • The item demands to be given to someone else.
  • \n
\n

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following: 

\n
    \n
  • Make it impossible for its wielder to attune to it.
  • \n
  • Suppress one or more of its activated properties.
  • \n
  • Attempt to take control of its wielder.
  • \n
\n

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

\n

Artifacts

\n

@Compendium[sw5e.items.1RwJWOAeyoideLKe]{Orb of Dragonkind}

\n

 

"} -{"_id":"tK5FwAIu92di2zLZ","name":"Using Each Ability","permission":{"default":0},"folder":"","flags":{},"content":"

Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.

\n

Strength

\n

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

\n

Strength Checks

\n

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

\n

Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

\n
    \n
  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • \n
  • You try to jump an unusually long distance or pull off a stunt midjump.
  • \n
  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
  • \n
\n

Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following: 

\n
    \n
  • Force open a stuck, locked, or barred door 
  • \n
  • Break free of bonds
  • \n
  • Push through a tunnel that is too small
  • \n
  • Hang on to a wagon while being dragged behind it
  • \n
  • Tip over a statue
  • \n
  • Keep a boulder from rolling
  • \n
\n

Attack Rolls and Damage

\n

You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in handto-hand combat, and some of them can be thrown to make a ranged attack.

\n

Lifting and Carrying

\n

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

\n

Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.

\n

Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

\n

Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

\n

Variant: Encumbrance

\n

The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.

\n

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.

\n

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

\n

Dexterity

\n

Dexterity measures agility, reflexes, and balance.

\n

Dexterity Checks

\n

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

\n

Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

\n

Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

\n

Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

\n

Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following: 

\n
    \n
  • Control a heavily laden cart on a steep descent
  • \n
  • Steer a chariot around a tight turn
  • \n
  • Pick a lock
  • \n
  • Disable a trap 
  • \n
  • Securely tie up a prisoner
  • \n
  • Wriggle free of bonds 
  • \n
  • Play a stringed instrument 
  • \n
  • Craft a small or detailed object
  • \n
\n

Attack Rolls and Damage

\n

You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

\n

Armor Class

\n

Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.

\n

Initiative

\n

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.

\n
\n

Hiding

\n

The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

\n

You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

\n

An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

\n

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

\n

Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

\n

What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in @Compendium[sw5e.rules.mKsmKfuLvJ3GjPzN]{The Environment}.

\n
\n

Constitution

\n

Constitution measures health, stamina, and vital force.

\n

Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.

\n

The GM might call for a Constitution check when you try to accomplish tasks like the following:

\n
    \n
  • Hold your breath 
  • \n
  • March or labor for hours without rest 
  • \n
  • Go without sleep 
  • \n
  • Survive without food or water 
  • \n
  • Quaff an entire stein of ale in one go
  • \n
\n

Hit Points

\n

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.

\n

If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.

\n

Intelligence

\n

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

\n

Intelligence Checks

\n

An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.

\n

Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about powers, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

\n

History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

\n

Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

\n

Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

\n

Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

\n

Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:

\n
    \n
  • Communicate with a creature without using words
  • \n
  • Estimate the value of a precious item 
  • \n
  • Pull together a disguise to pass as a city guard 
  • \n
  • Forge a document
  • \n
  • Recall lore about a craft or trade
  • \n
  • Win a game of skill
  • \n
\n

Powercasting Ability

\n

Wizards use Intelligence as their powercasting ability, which helps determine the saving throw DCs of powers they cast.

\n

Wisdom

\n

Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

\n

Wisdom Checks

\n

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

\n

Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

\n

Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

\n

Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

\n

Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

\n

Survival. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

\n

Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:

\n
    \n
  • Get a gut feeling about what course of action to follow
  • \n
  • Discern whether a seemingly dead or living creature is undead
  • \n
\n

Powercasting Ability

\n

Clerics, druids, and rangers use Wisdom as their powercasting ability, which helps determine the saving throw DCs of powers they cast.

\n

Charisma

\n

Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

\n

Charisma Checks

\n

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.

\n

Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fasttalk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

\n

Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

\n

Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

\n

Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

\n

Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following: 

\n
    \n
  • Find the best person to talk to for news, rumors, and gossip
  • \n
  • Blend into a crowd to get the sense of key topics of conversation
  • \n
\n

Powercasting Ability

\n

Bards, paladins, sorcerers, and warlocks use Charisma as their powercasting ability, which helps determine the saving throw DCs of powers they cast.

"} +{"_id":"soqKcpGwvId8hQ9r","name":"Tools","permission":{"default":0},"folder":"","flags":{},"content":"

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Tools

\n
ItemCostWeight
Artisan’s tools
Alchemist’s supplies50 gp8 lb.
Brewer’s supplies20 gp9 lb.
Calligrapher's supplies10 gp5 lb.
Carpenter’s tools8 gp6 lb.
Cartographer’s tools15 gp6 lb.
Cobbler’s tools5 gp5 lb.
Cook’s utensils1 gp8 lb.
Glassblower’s tools30 gp5 lb.
Jeweler’s tools25 gp2 lb.
Leatherworker’s tools5 gp5 lb.
Mason’s tools10 gp8 lb.
Painter’s supplies10 gp5 lb.
Potter’s tools10 gp3 lb.
Smith’s tools20 gp8 lb.
Tinker’s tools50 gp10 lb.
Weaver’s tools1 gp5 lb.
Woodcarver’s tools1 gp5 lb.
Disguise kit25 gp3 lb.
Forgery kit15 gp5 lb.
Gaming set
Dice set1 sp
Playing card set5 sp
Herbalism kit5 gp3 lb.
Musical instrument
Bagpipes30 gp6 lb.
Drum6 gp3 lb.
Dulcimer25 gp10 lb.
Flute2 gp1 lb.
Lute35 gp2 lb.
Lyre30 gp2 lb.
Horn3 gp2 lb.
Pan flute12 gp2 lb.
Shawm2 gp1 lb.
Viol30 gp1 lb.
Navigator’s tools25 gp2 lb.
Poisoner’s kit50 gp2 lb.
Thieves’ tools25 gp1 lb.
Vehicles (land or water)**
* See the @Compendium[sw5e.rules.IAlkoC9IZnU1PzrR]{Mounts and Vehicles} section.
\n

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

\n

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

\n

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

\n

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

\n

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and @Compendium[sw5e.items.ytlsBjYsZ7OBSEBs]{Potion of Healing}.

\n

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

\n

Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

\n

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

\n

Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

"} +{"_id":"szHg2dwyoTwXEVnx","name":"Magic Items","permission":{"default":0},"folder":"","flags":{},"content":"

Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.

\n

Attunement

\n

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a powercasting class, a monster qualifies if it has power slots and uses that class’s power list.) If the prerequisite is to be a powercaster, a creature qualifies if it can cast at least one power using its traits or features, not using a magic item or the like.

\n

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

\n

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

\n

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one @Compendium[sw5e.items.QtmVEreNIWEVOoLR]{Ring of Protection} at a time.

\n

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

\n

Wearing and Wielding Items

\n

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

\n

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.

\n

When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.

\n

Multiple Items of the Same Kind

\n

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

\n

Paired Items

\n

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.

\n

Activating an Item

\n

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.

\n

If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

\n

Command Word

\n

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence power.

\n

Consumables

\n

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

\n

Powers

\n

Some magic items allow the user to cast a power from the item. The power is cast at the lowest possible power level, doesn’t expend any of the user’s power slots, and requires no components, unless the item’s description says otherwise. The power uses its normal casting time, range, and duration, and the user of the item must concentrate if the power requires concentration. Many items, such as potions, bypass the casting of a power and confer the power’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a power.

\n

A magic item, such as certain staffs, may require you to use your own powercasting ability when you cast a power from the item. If you have more than one powercasting ability, you choose which one to use with the item. If you don’t have a powercasting ability—perhaps you’re a rogue with the Use Magic Device feature—your powercasting ability modifier is +0 for the item, and your proficiency bonus does apply.

\n

Charges

\n

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify power is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

\n

Magic Items A-Z

\n

Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.

\n

@Compendium[sw5e.rules.047BvjZASKrbxwTo]{Magic Items A-Z}

\n

Sentient Magic Items

\n

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

\n

Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.

\n

Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

\n

Creating Sentient Magic Items

\n

When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.

\n

Abilities

\n

A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.

\n

Communication

\n

A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Communication
01–60The item communicates by transmitting emotion to the creature carrying or wielding it.
61–90The item can speak, read, and understand one or more languages.
91–00The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.
\n

Senses

\n

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d4Senses
1Hearing and normal vision out to 30 feet.
2Hearing and normal vision out to 60 feet
3Hearing and normal vision out to 120 feet.
4Hearing and darkvision out to 120 feet.
\n

Alignment

\n

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Alignment
01–15Lawful good
16–35Neutral good
36–50Chaotic good
51–63Lawful neutral
64–73Neutral
74–85Chaotic neutral
86–89Lawful evil
90–96Neutral evil
97–00Chaotic evil
\n

Special Purpose

\n

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Purpose
1Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5Templar: The item seeks to defend the servants and interests of a particular deity.
6Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10Creator Seeker: The item seeks its creator and wants to understand why it was created.
\n

Conflict

\n

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:

\n
    \n
  • The item insists on being carried or worn at all times.
  • \n
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • \n
  • The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
  • \n
  • The item demands to be given to someone else.
  • \n
\n

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:

\n
    \n
  • Make it impossible for its wielder to attune to it.
  • \n
  • Suppress one or more of its activated properties.
  • \n
  • Attempt to take control of its wielder.
  • \n
\n

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

\n

Artifacts

\n

@Compendium[sw5e.items.1RwJWOAeyoideLKe]{Orb of Dragonkind}

\n

"} +{"_id":"tK5FwAIu92di2zLZ","name":"Using Each Ability","permission":{"default":0},"folder":"","flags":{},"content":"

Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.

\n

Strength

\n

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

\n

Strength Checks

\n

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

\n

Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

\n
    \n
  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • \n
  • You try to jump an unusually long distance or pull off a stunt midjump.
  • \n
  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
  • \n
\n

Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:

\n
    \n
  • Force open a stuck, locked, or barred door
  • \n
  • Break free of bonds
  • \n
  • Push through a tunnel that is too small
  • \n
  • Hang on to a wagon while being dragged behind it
  • \n
  • Tip over a statue
  • \n
  • Keep a boulder from rolling
  • \n
\n

Attack Rolls and Damage

\n

You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in handto-hand combat, and some of them can be thrown to make a ranged attack.

\n

Lifting and Carrying

\n

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

\n

Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.

\n

Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

\n

Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

\n

Variant: Encumbrance

\n

The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.

\n

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.

\n

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

\n

Dexterity

\n

Dexterity measures agility, reflexes, and balance.

\n

Dexterity Checks

\n

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

\n

Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

\n

Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

\n

Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

\n

Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:

\n
    \n
  • Control a heavily laden cart on a steep descent
  • \n
  • Steer a chariot around a tight turn
  • \n
  • Pick a lock
  • \n
  • Disable a trap
  • \n
  • Securely tie up a prisoner
  • \n
  • Wriggle free of bonds
  • \n
  • Play a stringed instrument
  • \n
  • Craft a small or detailed object
  • \n
\n

Attack Rolls and Damage

\n

You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

\n

Armor Class

\n

Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.

\n

Initiative

\n

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.

\n
\n

Hiding

\n

The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

\n

You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

\n

An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

\n

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

\n

Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

\n

What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in @Compendium[sw5e.rules.mKsmKfuLvJ3GjPzN]{The Environment}.

\n
\n

Constitution

\n

Constitution measures health, stamina, and vital force.

\n

Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.

\n

The GM might call for a Constitution check when you try to accomplish tasks like the following:

\n
    \n
  • Hold your breath
  • \n
  • March or labor for hours without rest
  • \n
  • Go without sleep
  • \n
  • Survive without food or water
  • \n
  • Quaff an entire stein of ale in one go
  • \n
\n

Hit Points

\n

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.

\n

If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.

\n

Intelligence

\n

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

\n

Intelligence Checks

\n

An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.

\n

Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about powers, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

\n

History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

\n

Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

\n

Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

\n

Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

\n

Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:

\n
    \n
  • Communicate with a creature without using words
  • \n
  • Estimate the value of a precious item
  • \n
  • Pull together a disguise to pass as a city guard
  • \n
  • Forge a document
  • \n
  • Recall lore about a craft or trade
  • \n
  • Win a game of skill
  • \n
\n

Powercasting Ability

\n

Wizards use Intelligence as their powercasting ability, which helps determine the saving throw DCs of powers they cast.

\n

Wisdom

\n

Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

\n

Wisdom Checks

\n

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

\n

Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

\n

Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

\n

Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

\n

Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

\n

Survival. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

\n

Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:

\n
    \n
  • Get a gut feeling about what course of action to follow
  • \n
  • Discern whether a seemingly dead or living creature is undead
  • \n
\n

Powercasting Ability

\n

Clerics, druids, and rangers use Wisdom as their powercasting ability, which helps determine the saving throw DCs of powers they cast.

\n

Charisma

\n

Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

\n

Charisma Checks

\n

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.

\n

Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fasttalk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

\n

Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

\n

Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

\n

Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

\n

Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following:

\n
    \n
  • Find the best person to talk to for news, rumors, and gossip
  • \n
  • Blend into a crowd to get the sense of key topics of conversation
  • \n
\n

Powercasting Ability

\n

Bards, paladins, sorcerers, and warlocks use Charisma as their powercasting ability, which helps determine the saving throw DCs of powers they cast.

"} {"_id":"tUYvSkhggFcMpVw5","name":"Incapacitated","permission":{"default":0},"folder":"","flags":{},"content":"
    \n
  • An incapacitated creature can’t take actions or reactions.
  • \n
"} {"_id":"treKHmCjr4aQiVyd","name":"Burrow","permission":{"default":0},"folder":"","flags":{},"content":"

A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so.

"} -{"_id":"uTHSGujAj4E8zwFx","name":"Backgrounds","permission":{"default":0},"folder":"","flags":{},"content":"

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

\n

Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

\n

The sample background presented here provides both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

\n

Proficiencies

\n

Each background gives a character proficiency in two skills (described in @Compendium[sw5e.rules.qLXNi9sr82rz60ji]{Using Ability Scores}).

\n

In addition, most backgrounds give a character proficiency with one or more tools (detailed in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}).

\n

If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

\n

Languages

\n

Some backgrounds also allow characters to learn additional languages beyond those given by race. See @Compendium[sw5e.rules.YokpQUkuJwUB0wpy]{Languages}.

\n

Equipment

\n

Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.

\n

Suggested Characteristics

\n

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

\n

Customizing a Background

\n

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one.

\n

Acolyte

\n

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

\n

Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in @Compendium[sw5e.rules.2JNtWRo7wMq08bXn]{Fantasy-Historical Pantheons} or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

\n

Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

\n

Feature: Shelter of the Faithful

\n

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for powers. Those who share your religion will support you (but only you) at a modest lifestyle.

\n

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

\n

Suggested Characteristics

\n

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Personality Trait
1I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3I see omens in every event and action. The gods try to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Good)
3Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Bond
1I would die to recover an ancient relic of my faith that was lost long ago.
2I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3I owe my life to the priest who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple’s hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my god.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"} +{"_id":"uTHSGujAj4E8zwFx","name":"Backgrounds","permission":{"default":0},"folder":"","flags":{},"content":"

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

\n

Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

\n

The sample background presented here provides both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

\n

Proficiencies

\n

Each background gives a character proficiency in two skills (described in @Compendium[sw5e.rules.qLXNi9sr82rz60ji]{Using Ability Scores}).

\n

In addition, most backgrounds give a character proficiency with one or more tools (detailed in @Compendium[sw5e.rules.L41AQiAKzEGSwNK5]{Equipment}).

\n

If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

\n

Languages

\n

Some backgrounds also allow characters to learn additional languages beyond those given by race. See @Compendium[sw5e.rules.YokpQUkuJwUB0wpy]{Languages}.

\n

Equipment

\n

Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.

\n

Suggested Characteristics

\n

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

\n

Customizing a Background

\n

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one.

\n

Acolyte

\n

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

\n

Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in @Compendium[sw5e.rules.2JNtWRo7wMq08bXn]{Fantasy-Historical Pantheons} or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

\n

Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

\n

Feature: Shelter of the Faithful

\n

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for powers. Those who share your religion will support you (but only you) at a modest lifestyle.

\n

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

\n

Suggested Characteristics

\n

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Personality Trait
1I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3I see omens in every event and action. The gods try to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Good)
3Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Bond
1I would die to recover an ancient relic of my faith that was lost long ago.
2I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3I owe my life to the priest who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple’s hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my god.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"} {"_id":"wHI1i7HR2l0T3qVV","name":"Appendix MM-B: Nonplayer Characters","permission":{"default":0},"folder":"","flags":{},"content":"

This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs.

\n

Customizing NPCs

\n

There are many easy ways to customize the NPCs in this appendix for your home campaign.

\n

Racial Traits. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the @Compendium[sw5e.races.LOMdcNAGWh5xpfm4]{Lucky} trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the Player’s Handbook.

\n

Power Swaps. One way to customize an NPC powercaster is to replace one or more of its powers. You can substitute any power on the NPC’s power list with a different power of the same level from the same power list. Swapping powers in this manner doesn’t alter an NPC’s challenge rating.

\n

Armor and Weapon Swaps. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating.

\n

Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.

\n

A

\n

@Compendium[sw5e.monsters.CHEUjiYrVM9X0vIT]{Acolyte}

\n

@Compendium[sw5e.monsters.B7lBOr1AahNZs4a6]{Archmage}

\n

@Compendium[sw5e.monsters.EMvcuOpu7ABCmBWi]{Assassin}

\n

B

\n

@Compendium[sw5e.monsters.n4TEv7inVUkyZviN]{Bandit}

\n

@Compendium[sw5e.monsters.rb7OJt822wIO52qY]{Bandit Captain}

\n

@Compendium[sw5e.monsters.kz1t6xeXVwODpYb2]{Berserker}

\n

C

\n

@Compendium[sw5e.monsters.SqZRuJ8lt2KGJBbq]{Commoner}

\n

@Compendium[sw5e.monsters.qkLNA1lKMMJpxuWg]{Cultist}

\n

@Compendium[sw5e.monsters.tYfQIxCJT0WaaKmc]{Cult Fanatic}

\n

D

\n

@Compendium[sw5e.monsters.K15Yl8JmB5iPircc]{Druid}

\n

G

\n

@Compendium[sw5e.monsters.fsPruAIDOg4tVrgb]{Gladiator}

\n

@Compendium[sw5e.monsters.E9CvDPDg5dFEpVjS]{Guard}

\n

K

\n

@Compendium[sw5e.monsters.D5UqYD1EnTrJaMTO]{Knight}

\n

M

\n

@Compendium[sw5e.monsters.mQnsXanewsPiV7QE]{Mage}

\n

N

\n

@Compendium[sw5e.monsters.GlaCGcgIP6YjBjGc]{Noble}

\n

P

\n

@Compendium[sw5e.monsters.PVD5wRdyO7iCJPs1]{Priest}

\n

S

\n

@Compendium[sw5e.monsters.O3ABqI55Ir1du1Xa]{Scout}

\n

@Compendium[sw5e.monsters.13K3XK2A3wwxVKLD]{Spy}

\n

T

\n

@Compendium[sw5e.monsters.Cy3A0rsNMPLZozam]{Thug}

\n

@Compendium[sw5e.monsters.nREPw9g94Bsb9sIl]{Tribal Warrior}

\n

V

\n

@Compendium[sw5e.monsters.J8xjoG4Dxb8WkHtV]{Veteran}

"} -{"_id":"wv5qNatyC9h3mBCs","name":"Concentration","permission":{"default":0},"flags":{"core":{"sourceId":"JournalEntry.Ht4ccjgz22ZmSJny"}},"content":"

Some powers require you to maintain concentration in order to keep their magic active. If you lose concentration, such a power ends.

\n

If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).

\n

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: 

\n
    \n
  • Casting another power that requires concentration. You lose concentration on a power if you cast another power that requires concentration. You can't concentrate on two powers at once.
  • \n
  • Taking damage.Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • \n
  • Being incapacitated or killed. You lose concentration on a power if you are incapacitated or if you die.
  • \n
\n

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.

"} -{"_id":"xclLVni6OuNUrewU","name":"Underwater Combat","permission":{"default":0},"folder":"","flags":{},"content":"

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

\n

When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

\n

ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

\n

Creatures and objects that are fully immersed in water have resistance to fire damage.

"} -{"_id":"yL4L6QQ7xhMbgWZx","name":"Cover","permission":{"default":0},"folder":"","flags":{},"content":"

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

\n

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

\n

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

\n

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

\n

A target with total cover can’t be targeted directly by an attack or a power, although some powers can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

"} +{"_id":"wv5qNatyC9h3mBCs","name":"Concentration","permission":{"default":0},"flags":{"core":{"sourceId":"JournalEntry.Ht4ccjgz22ZmSJny"}},"content":"

Some powers require you to maintain concentration in order to keep their magic active. If you lose concentration, such a power ends.

\n

If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).

\n

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

\n
    \n
  • Casting another power that requires concentration. You lose concentration on a power if you cast another power that requires concentration. You can't concentrate on two powers at once.
  • \n
  • Taking damage.Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • \n
  • Being incapacitated or killed. You lose concentration on a power if you are incapacitated or if you die.
  • \n
\n

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.

"} +{"_id":"xclLVni6OuNUrewU","name":"Underwater Combat","permission":{"default":0},"folder":"","flags":{},"content":"

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

\n

When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

\n

A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

\n

Creatures and objects that are fully immersed in water have resistance to fire damage.

"} +{"_id":"yL4L6QQ7xhMbgWZx","name":"Cover","permission":{"default":0},"folder":"","flags":{},"content":"

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

\n

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

\n

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

\n

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

\n

A target with total cover can’t be targeted directly by an attack or a power, although some powers can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

"} diff --git a/packs/spells.db b/packs/spells.db index 459d38bb..a717d1ef 100644 --- a/packs/spells.db +++ b/packs/spells.db @@ -1,319 +1,319 @@ -{"_id":"04nMsTWkIFvkbXlY","name":"Polymorph","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The power has no effect on a Shapechanger or a creature with 0 Hit Points.

\n

The transformation lasts for the Duration, or until the target drops to 0 Hit Points or dies. The new form can be any beast whose Challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a c⁠hallenge rating). The target’s game s⁠tatistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast. It retains its Alignment and personality.

\n

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of hit po⁠ints it had before it transformed. If it reverts as a result of dropping to 0 h⁠it points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit poin⁠ts, it isn’t knocked Unconscious.

\n

The creature is limited in the Actions it can perform by the Nature of its new form, and it can’t speak, cast Powers, or take any other action that requires hands or s⁠peech.

\n

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-2.jpg","effects":[]} +{"_id":"04nMsTWkIFvkbXlY","name":"Polymorph","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The power has no effect on a Shapechanger or a creature with 0 Hit Points.

The transformation lasts for the Duration, or until the target drops to 0 Hit Points or dies. The new form can be any beast whose Challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a c⁠hallenge rating). The target’s game s⁠tatistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast. It retains its Alignment and personality.

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of hit po⁠ints it had before it transformed. If it reverts as a result of dropping to 0 h⁠it points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit poin⁠ts, it isn’t knocked Unconscious.

The creature is limited in the Actions it can perform by the Nature of its new form, and it can’t speak, cast Powers, or take any other action that requires hands or s⁠peech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-2.jpg","effects":[]} {"_id":"0xmXiPiuYws1OGcX","name":"Hunter's Mark","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mystically mark it as your quarry. Until the power ends, you deal an extra {@dice 1d6} damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-1.jpg","effects":[]} {"_id":"13uVuBQP6VaiSPvC","name":"Water Breathing","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants up to ten willing creatures you can see within range the ability to breathe underwater until the power ends. Affected creatures also retain their normal mode of respiration.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_36.jpg","effects":[]} -{"_id":"15Fa6q1nH27XfbR8","name":"Dispel Magic","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]} -{"_id":"1ADstb0Xec6HHRcU","name":"Resilient Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

A s⁠phere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the Duration.

\n

Nothing—not physical Objects, energy, or other power effects—can pass through the barrier, in or out, though a creature in the s⁠phere can breathe there. The s⁠phere is immune to all damage, and a creature or object inside can’t be damaged by attacks or Effects originating from outside, nor can a creature inside the s⁠phere damage anything outside it.

\n

The s⁠phere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the s⁠phere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A Disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-3.jpg","effects":[]} -{"_id":"1Drt0SHxbEAHxprN","name":"Conjure Animals","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n
    \n
  • One beast of challenge rating 2 or lower
  • \n
  • Two beasts of challenge rating 1 or lower
  • \n
  • Four beasts of challenge rating 1/2 or lower
  • \n
  • Eight beasts of challenge rating 1/4 or lower
  • \n
  • Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the power ends.
  • \n
\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this power using certain higher-level power slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-orange-3.jpg","effects":[]} -{"_id":"1LkZvINag7KqBmDR","name":"Conjure Elemental","permission":{"default":0},"type":"power","data":{"description":{"value":"

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the power ends.

\n

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]} -{"_id":"1N8dDMMgZ1h1YJ3B","name":"Invisibility","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]} +{"_id":"15Fa6q1nH27XfbR8","name":"Dispel Magic","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]} +{"_id":"1ADstb0Xec6HHRcU","name":"Resilient Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

A s⁠phere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the Duration.

Nothing—not physical Objects, energy, or other power effects—can pass through the barrier, in or out, though a creature in the s⁠phere can breathe there. The s⁠phere is immune to all damage, and a creature or object inside can’t be damaged by attacks or Effects originating from outside, nor can a creature inside the s⁠phere damage anything outside it.

The s⁠phere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the s⁠phere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-3.jpg","effects":[]} +{"_id":"1Drt0SHxbEAHxprN","name":"Conjure Animals","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n
    \n
  • One beast of challenge rating 2 or lower
  • \n
  • Two beasts of challenge rating 1 or lower
  • \n
  • Four beasts of challenge rating 1/2 or lower
  • \n
  • Eight beasts of challenge rating 1/4 or lower
  • \n
  • Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the power ends.
  • \n
\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Higher Levels. When you cast this power using certain higher-level power slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-orange-3.jpg","effects":[]} +{"_id":"1LkZvINag7KqBmDR","name":"Conjure Elemental","permission":{"default":0},"type":"power","data":{"description":{"value":"

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the power ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

Higher Levels. When you cast this power using a power slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]} +{"_id":"1N8dDMMgZ1h1YJ3B","name":"Invisibility","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]} {"_id":"1RzxKZzkQOoioxPj","name":"Glibness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-blue-2.jpg","effects":[]} -{"_id":"1nhIxh0DsJsntCfj","name":"Knock","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of Manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with Arcane Lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n

When you cast the power, a loud knock, audible from as far away as 300 feet, emanates from the target object.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-1.jpg","effects":[]} -{"_id":"22dPoeXfaaAv4K3h","name":"Hellish Rebuke","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you are damaged by a creature within 60 feet of you that you can see, you point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"reaction","cost":1,"condition":"Which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-1.jpg","effects":[]} -{"_id":"2IWiZAJtOGDoKjiz","name":"Gaseous Form","permission":{"default":0},"type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]} -{"_id":"2RC0EyvBLPH88PZF","name":"Sunbeam","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is Blinded until your next turn. On a successful save, it takes half as much damage and isn’t b⁠linded by this power. Undead and oozes have disadvantage on this saving throw.

\n

You can create a new line of radiance as your action on any turn until the power ends.

\n

For the Duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A magnifying glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-royal-3.jpg","effects":[]} -{"_id":"2VXGS206tuChoeXy","name":"Speak with Plants","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue Plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plan⁠ts about events in the power’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

\n

You can also turn difficult terrain caused by Plant Growth (such as thickets and undergrowth) into ordinary terrain that lasts for the Duration. Or you can turn ordinary terrain where Plants are present into difficult terrain that lasts for the dur⁠ation, causing vines and branches to hinder pursuers, for example.

\n

P⁠lants might be able to perform other tasks on your behalf, at the DM’s discretion. The power doesn’t enable Plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

\n

If a p⁠lant creature is in the area, you can communicate with it as if you shared a Common language, but you gain no magical ability to influence it.

\n

This power can cause the p⁠lants created by the Entangle power to release a Restrained creature.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-1.jpg","effects":[]} +{"_id":"1nhIxh0DsJsntCfj","name":"Knock","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of Manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the power, a loud knock, audible from as far away as 300 feet, emanates from the target object.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-1.jpg","effects":[]} +{"_id":"22dPoeXfaaAv4K3h","name":"Hellish Rebuke","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you are damaged by a creature within 60 feet of you that you can see, you point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"reaction","cost":1,"condition":"Which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-1.jpg","effects":[]} +{"_id":"2IWiZAJtOGDoKjiz","name":"Gaseous Form","permission":{"default":0},"type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]} +{"_id":"2RC0EyvBLPH88PZF","name":"Sunbeam","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is Blinded until your next turn. On a successful save, it takes half as much damage and isn’t b⁠linded by this power. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the power ends.

For the Duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A magnifying glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-royal-3.jpg","effects":[]} +{"_id":"2VXGS206tuChoeXy","name":"Speak with Plants","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue Plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plan⁠ts about events in the power’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by Plant Growth (such as thickets and undergrowth) into ordinary terrain that lasts for the Duration. Or you can turn ordinary terrain where Plants are present into difficult terrain that lasts for the dur⁠ation, causing vines and branches to hinder pursuers, for example.

P⁠lants might be able to perform other tasks on your behalf, at the DM’s discretion. The power doesn’t enable Plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a p⁠lant creature is in the area, you can communicate with it as if you shared a Common language, but you gain no magical ability to influence it.

This power can cause the p⁠lants created by the Entangle power to release a Restrained creature.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-1.jpg","effects":[]} {"_id":"2skfDtglk1mGrb3l","name":"Detect Poison and Disease","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-2.jpg","effects":[]} -{"_id":"2yHXEcrRbadZDr5M","name":"Heat Metal","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A piece of iron and a flame.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]} +{"_id":"2yHXEcrRbadZDr5M","name":"Heat Metal","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A piece of iron and a flame.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]} {"_id":"30ZgXtijJVCxQk5N","name":"Enthrall","permission":{"default":0},"type":"power","data":{"description":{"value":"

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be Charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisd⁠om (Perception) checks made to perceive any creature other than you until the power ends or until the target can no longer hear you. The power ends if you are Incapacitated or can no longer speak.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]} -{"_id":"34ddoYIrnOZ2GFYi","name":"Mass Healing Word","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-3.jpg","effects":[]} -{"_id":"35j2QIMmIk6aEdxj","name":"Power Word Stun","permission":{"default":0},"type":"power","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the power has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-2.jpg","effects":[]} -{"_id":"3Lo9boi7P2ro6QV4","name":"Hold Person","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]} -{"_id":"3MYDjS6k9IYL0aTj","name":"Calm Emotions","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]} +{"_id":"34ddoYIrnOZ2GFYi","name":"Mass Healing Word","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your powercasting ability modifier. This power has no effect on undead or constructs.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-3.jpg","effects":[]} +{"_id":"35j2QIMmIk6aEdxj","name":"Power Word Stun","permission":{"default":0},"type":"power","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the power has no effect.

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-2.jpg","effects":[]} +{"_id":"3Lo9boi7P2ro6QV4","name":"Hold Person","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]} +{"_id":"3MYDjS6k9IYL0aTj","name":"Calm Emotions","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]} {"_id":"3OZnNhunvRtPOQmH","name":"Identify","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

If you instead touch a creature throughout the casting, you learn what powers, if any, are currently affecting it.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pearl worth at least 100gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-1.jpg","effects":[]} {"_id":"3okM6Gn63zzEULkz","name":"Wish","permission":{"default":0},"type":"power","data":{"description":{"value":"

Wish is the mightiest power a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

\n

The basic use of this power is to duplicate any other power of 8th level or lower. You don’t need to meet any requirements in that power, including costly Components. The power simply takes effect.

\n

Alternatively, you can create one of the following Effects of your choice:

\n
    \n
  • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • \n
  • You allow up to twenty creatures that you can see to regain all hit points⁠, and you end all Effects on them described in the Greater Restoration power.
  • \n
  • You grant up to ten creatures that you can see resistance⁠ to a damage type you choose.
  • \n
  • You grant up to ten creatures you can see immunity to a single power or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack⁠.
  • \n
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish power could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
  • \n
\n

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This power might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

\n

The stress of casting this power to produce any effect other than duplicating another power weakens you. After enduring that stress, each time you cast a power⁠ until you finish a Long Rest, you take 1d10 necrotic damage per level of that power. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend Resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","necrotic"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]} -{"_id":"41JIhpDyM9Anm7cs","name":"Magic Missile","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]} -{"_id":"42O2aNBW7vK90gTL","name":"Planar Binding","permission":{"default":0},"type":"power","data":{"description":{"value":"

With this power, you attempt to bind a Celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the power. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this power is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the Duration. If the creature was summoned or created by another power, that power’s d⁠uration is extended to match the d⁠uration of this power.

\n

A bound creature must follow your instructions to the best of its ability. You might c⁠ommand the creature to accompany you on an adventure, to guard a location, or to deliver a m⁠essage. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the power ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the power ends.

\n

At Higher Levels. When you cast this power using a power slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level power slot.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A jewel worth at least 1,000gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]} -{"_id":"4H6YgYdKgnX6ZQ8M","name":"Acid Arrow","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged power Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-acid-2.jpg","effects":[]} +{"_id":"41JIhpDyM9Anm7cs","name":"Magic Missile","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-magenta-1.jpg","effects":[]} +{"_id":"42O2aNBW7vK90gTL","name":"Planar Binding","permission":{"default":0},"type":"power","data":{"description":{"value":"

With this power, you attempt to bind a Celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the power. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this power is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the Duration. If the creature was summoned or created by another power, that power’s d⁠uration is extended to match the d⁠uration of this power.

A bound creature must follow your instructions to the best of its ability. You might c⁠ommand the creature to accompany you on an adventure, to guard a location, or to deliver a m⁠essage. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the power ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the power ends.

At Higher Levels. When you cast this power using a power slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level power slot.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A jewel worth at least 1,000gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]} +{"_id":"4H6YgYdKgnX6ZQ8M","name":"Acid Arrow","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged power Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-acid-2.jpg","effects":[]} {"_id":"4dSvfvTy2ZIJ3K4k","name":"Comprehend Languages","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This power doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pinch of soot and salt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-1.jpg","effects":[]} -{"_id":"4smlOvpF5AQHcyg1","name":"Contingency","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a power of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that power—called the contingent power—as part of casting contingency, expending power slots for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two powers. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

\n

The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

\n

The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends. Also, contingency ends on you if its material component is ever not on your person.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp.","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-eerie-3.jpg","effects":[]} -{"_id":"4v2H3hHb3Ph9XLNd","name":"Augury","permission":{"default":0},"type":"power","data":{"description":{"value":"

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

\n
    \n
  • Weal, for good results
  • \n
  • Woe, for bad results
  • \n
  • Weal and woe, for both good and bad results
  • \n
  • Nothing, for results that aren't especially good or bad
  • \n
\n

The power doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional powers or the loss or gain of a companion.

\n

If you cast the power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Specially marked sticks, bones, or similar tokens worth at least 25 gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]} -{"_id":"5OGFdJw35QXp6mh6","name":"Mass Suggestion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the power ends, the activity isn't performed.

\n

If you or any of your companions damage a creature affected by this power, the power ends for that creature.

\n

At Higher Levels. When you cast this power using a 7th-level power slot, the duration is 10 days. When you use an 8th-level power slot, the duration is 30 days. When you use a 9th-level power slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":6,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]} -{"_id":"5SuJewoa1CRWaj1F","name":"Burning Hands","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-2.jpg","effects":[]} +{"_id":"4smlOvpF5AQHcyg1","name":"Contingency","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a power of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that power—called the contingent power—as part of casting contingency, expending power slots for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two powers. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends. Also, contingency ends on you if its material component is ever not on your person.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp.","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-eerie-3.jpg","effects":[]} +{"_id":"4v2H3hHb3Ph9XLNd","name":"Augury","permission":{"default":0},"type":"power","data":{"description":{"value":"

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

\n
    \n
  • Weal, for good results
  • \n
  • Woe, for bad results
  • \n
  • Weal and woe, for both good and bad results
  • \n
  • Nothing, for results that aren't especially good or bad
  • \n
\n

The power doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional powers or the loss or gain of a companion.

If you cast the power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Specially marked sticks, bones, or similar tokens worth at least 25 gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]} +{"_id":"5OGFdJw35QXp6mh6","name":"Mass Suggestion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the power.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the power ends, the activity isn't performed.

If you or any of your companions damage a creature affected by this power, the power ends for that creature.

At Higher Levels. When you cast this power using a 7th-level power slot, the duration is 10 days. When you use an 8th-level power slot, the duration is 30 days. When you use a 9th-level power slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":6,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]} +{"_id":"5SuJewoa1CRWaj1F","name":"Burning Hands","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-2.jpg","effects":[]} {"_id":"5VhqFROQYjr1P9lp","name":"Silence","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the Duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Power that includes a verbal component is impossible there.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-1.jpg","effects":[]} -{"_id":"5e1xTohkzqFqbYH4","name":"Flame Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-3.jpg","effects":[]} -{"_id":"5eh2HFbS13078Y3H","name":"Find Steed","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

\n

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any power you cast that targets only you also target your steed.

\n

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this power again summons the same steed, restored to its hit point maximum.

\n

While your steed is within 1 mile of you, you can communicate with it telepathically.

\n

You can’t have more than one steed bonded by this power at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-2.jpg","effects":[]} -{"_id":"64D1gNZ4hx7SWG2x","name":"Forbiddance","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the Duration, creatures can’t tele⁠port into the area or use portals, such as those created by the gate power, to enter the area. The power proofs the area against Planar Travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift power.

\n

In addition, the power damages types of creatures that you choose when you cast it. Choose one or more of the following: Celestials, Elementals, fey, Fiends, and Undead. When a chosen creature enters the power’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this power).

\n

When you cast this power, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the power.

\n

The power’s area can’t overlap with the area of another forbiddance power. If you cast forbiddance every day for 30 days in the same location, the power lasts until it is dipowered, and the material Components are consumed on the last casting.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A sprinkle of holy water, rare incense, and powdered ruby worth at least 1000gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]} -{"_id":"64uo4fHriHLjRUrX","name":"Meld into Stone","permission":{"default":0},"type":"power","data":{"description":{"value":"

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the Equipment you carry with the stone for the Duration. Using your Movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical Senses.

\n

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast Powers on yourself while merged in the stone. You can use your Movement to leave the stone where you entered it, which ends the power. You otherwise can’t move.

\n

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or Transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","bludgeoning"]],"versatile":"50","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-sky-3.jpg","effects":[]} -{"_id":"6HEEhLdJz32TL4Js","name":"Foresight","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature and bestow a limited ability to see into the immediate future. For the Duration, the target can’t be surprised and has advantage on Attack rolls, Ability Checks, and Saving Throws. Additionally, other creatures have disadvantage on a⁠ttack rolls against the target for the du⁠ration.

\n

This power immediately ends if you cast it again before its Duration ends.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":9,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A hummingbird feather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]} -{"_id":"6g3WLOZ2u0EbaLAd","name":"Hypnotic Pattern","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0.

\n

The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":3,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glowing stick of incense or a crystal vial filled with phosphorescent material.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]} +{"_id":"5e1xTohkzqFqbYH4","name":"Flame Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-3.jpg","effects":[]} +{"_id":"5eh2HFbS13078Y3H","name":"Find Steed","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any power you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this power again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically.

You can’t have more than one steed bonded by this power at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-2.jpg","effects":[]} +{"_id":"64D1gNZ4hx7SWG2x","name":"Forbiddance","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the Duration, creatures can’t tele⁠port into the area or use portals, such as those created by the gate power, to enter the area. The power proofs the area against Planar Travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift power.

In addition, the power damages types of creatures that you choose when you cast it. Choose one or more of the following: Celestials, Elementals, fey, Fiends, and Undead. When a chosen creature enters the power’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this power).

When you cast this power, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the power.

The power’s area can’t overlap with the area of another forbiddance power. If you cast forbiddance every day for 30 days in the same location, the power lasts until it is dipowered, and the material Components are consumed on the last casting.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A sprinkle of holy water, rare incense, and powdered ruby worth at least 1000gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]} +{"_id":"64uo4fHriHLjRUrX","name":"Meld into Stone","permission":{"default":0},"type":"power","data":{"description":{"value":"

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the Equipment you carry with the stone for the Duration. Using your Movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical Senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast Powers on yourself while merged in the stone. You can use your Movement to leave the stone where you entered it, which ends the power. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or Transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","bludgeoning"]],"versatile":"50","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-sky-3.jpg","effects":[]} +{"_id":"6HEEhLdJz32TL4Js","name":"Foresight","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature and bestow a limited ability to see into the immediate future. For the Duration, the target can’t be surprised and has advantage on Attack rolls, Ability Checks, and Saving Throws. Additionally, other creatures have disadvantage on a⁠ttack rolls against the target for the du⁠ration.

This power immediately ends if you cast it again before its Duration ends.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":9,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A hummingbird feather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]} +{"_id":"6g3WLOZ2u0EbaLAd","name":"Hypnotic Pattern","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0.

The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":3,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glowing stick of incense or a crystal vial filled with phosphorescent material.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]} {"_id":"76C0FdcxlU8F9Rl2","name":"Word of Recall","permission":{"default":0},"type":"power","data":{"description":{"value":"

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this power without first preparing a sanctuary, the power has no effect.

You must designate a sanctuary by casting this power within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the power in this manner in an area that isn't dedicated to your deity, the power has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]} -{"_id":"7Fw7Bf1k3xxDVr5L","name":"Fabricate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

\n

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of Objects made by the power is commensurate with the quality of the raw materials.

\n

Creatures or Magic Items can’t be created or transmuted by this power. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such Objects.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-2.jpg","effects":[]} -{"_id":"7KjExw0kmuqERa7C","name":"Storm of Vengeance","permission":{"default":0},"type":"power","data":{"description":{"value":"

Range: sight

\n

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 5 minutes.

\n

Each round you maintain Concentration on this power, the storm produces different Effects on your turn⁠.

\n

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

\n

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects⁠ of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

\n

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Powers. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":360,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","thunder"]],"versatile":"","value":""},"formula":"10d6","save":{"ability":"con","dc":null,"scaling":"power"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-royal-3.jpg","effects":[]} -{"_id":"7UwUjJ6owIQkEPrs","name":"Branding Smite","permission":{"default":0},"type":"power","data":{"description":{"value":"

The next time you hit a creature with a weapon attack before this power ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the power ends.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-orange-2.jpg","effects":[]} -{"_id":"7buEm5KhI5lP8m1z","name":"Guiding Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]} -{"_id":"7e3QXF10hLNDEdr6","name":"False Life","permission":{"default":0},"type":"power","data":{"description":{"value":"

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 4","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small amount of alcohol or distilled spirits","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-1.jpg","effects":[]} -{"_id":"7fFHlBk3UNX8gPKL","name":"Control Water","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this power. As an action on your turn, you can repeat the same effect or choose a different one.

\n

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land, instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

\n

The water level remains elevated until the power ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

\n

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the power’s area, and the separated water forms a wall to either side. The trench remains until the power ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

\n

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the power’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the power ends or you choose a different effect.

\n

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your power save DC.

\n

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the power ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

\n

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"cube"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"power"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of water and a pinch of dust.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-blue-3.jpg","effects":[]} +{"_id":"7Fw7Bf1k3xxDVr5L","name":"Fabricate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of Objects made by the power is commensurate with the quality of the raw materials.

Creatures or Magic Items can’t be created or transmuted by this power. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such Objects.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-2.jpg","effects":[]} +{"_id":"7KjExw0kmuqERa7C","name":"Storm of Vengeance","permission":{"default":0},"type":"power","data":{"description":{"value":"

Range: sight

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 5 minutes.

Each round you maintain Concentration on this power, the storm produces different Effects on your turn⁠.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects⁠ of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Powers. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":360,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","thunder"]],"versatile":"","value":""},"formula":"10d6","save":{"ability":"con","dc":null,"scaling":"power"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-royal-3.jpg","effects":[]} +{"_id":"7UwUjJ6owIQkEPrs","name":"Branding Smite","permission":{"default":0},"type":"power","data":{"description":{"value":"

The next time you hit a creature with a weapon attack before this power ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the power ends.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-orange-2.jpg","effects":[]} +{"_id":"7buEm5KhI5lP8m1z","name":"Guiding Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]} +{"_id":"7e3QXF10hLNDEdr6","name":"False Life","permission":{"default":0},"type":"power","data":{"description":{"value":"

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 4","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small amount of alcohol or distilled spirits","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-1.jpg","effects":[]} +{"_id":"7fFHlBk3UNX8gPKL","name":"Control Water","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this power. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land, instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the power ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the power’s area, and the separated water forms a wall to either side. The trench remains until the power ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the power’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the power ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your power save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the power ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"cube"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"power"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of water and a pinch of dust.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-blue-3.jpg","effects":[]} {"_id":"7p9IuWrSWFgfyQo2","name":"Alarm","permission":{"default":0},"type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A tiny bell and a piece of fine silver wire.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-1.jpg","effects":[]} -{"_id":"7u2obDvuvtZBkTfq","name":"Scorching Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

\n

Make a ranged Power Attack for each ray. On a hit, the target takes 2d6 fire damage.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-2.jpg","effects":[]} +{"_id":"7u2obDvuvtZBkTfq","name":"Scorching Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged Power Attack for each ray. On a hit, the target takes 2d6 fire damage.

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-red-2.jpg","effects":[]} {"_id":"7v06rdmUakoTk1LQ","name":"Magic Mouth","permission":{"default":0},"type":"power","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the power to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this power, you can have the power end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A small bit of honeycomb and jade dust worth at least 10gp, which the power consumes","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]} -{"_id":"82jM6qD9axLJsTrH","name":"Illusory Script","permission":{"default":0},"type":"power","data":{"description":{"value":"

You write on Parchment, paper, or some other suitable writing material and imbue it with a potent Illusion that lasts for the Duration.

\n

To you and any creatures you designate when you cast the power, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different me⁠ssage, written in a different hand and language, though the language must be one you know.

\n

Should the power be dipowered, the original script and the Illusion both disappear.

\n

A creature with Truesight can read the hidden mes⁠sage.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A lead-based ink worth at least 10gp, which the power consumes","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-1.jpg","effects":[]} +{"_id":"82jM6qD9axLJsTrH","name":"Illusory Script","permission":{"default":0},"type":"power","data":{"description":{"value":"

You write on Parchment, paper, or some other suitable writing material and imbue it with a potent Illusion that lasts for the Duration.

To you and any creatures you designate when you cast the power, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different me⁠ssage, written in a different hand and language, though the language must be one you know.

Should the power be dipowered, the original script and the Illusion both disappear.

A creature with Truesight can read the hidden mes⁠sage.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A lead-based ink worth at least 10gp, which the power consumes","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-1.jpg","effects":[]} {"_id":"8MICCMeOXT3aJUy9","name":"Divine Favor","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your prayer empowers you with divine radiance. Until the power ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-sky-2.jpg","effects":[]} {"_id":"8PJAsHmbu6UgDHC0","name":"Wind Walk","permission":{"default":0},"type":"power","data":{"description":{"value":"

You and up to ten willing creatures you can see within range assume a g⁠aseous form for the Duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance⁠ to damage from nonmagical weapons⁠. The only Actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is Incapacitated and can’t move. Until the power ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

\n

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":11,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Fire and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-2.jpg","effects":[]} -{"_id":"8RTDOt80u8aBv9qx","name":"Alter Self","permission":{"default":0},"type":"power","data":{"description":{"value":"

You assume a different form. When you cast the power, choose one of the following options, the effects of which last for the duration of the power. While the power lasts, you can end one option as an action to gain the benefits of a different one.

\n

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

\n

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this power to become quadrupedal, for instance. At any time for the duration of the power, you can use your action to change your appearance in this way again.

\n

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-2.jpg","effects":[]} -{"_id":"8aWtP5hcrmcEesBW","name":"Teleportation Circle","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you cast the power, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

\n

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this power, you learn the sigil sequences for two destinations on The Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures⁠. You can commit a new sigil sequence to memory after studying it for 1 minute.

\n

You can create a permanent teleportation circle by casting this power in the same location every day for one year. You need not use the circle to Teleport when you cast the power in this way.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Rare chalks and inks infused with precious gems with 50 gp, which the power consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} -{"_id":"8cse7rit0oswRPUP","name":"Arcane Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dipowered or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Gold dust worth at least 25 gp, which the power consumes.","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-2.jpg","effects":[]} -{"_id":"8dzaICjGy6mTUaUr","name":"Bless","permission":{"default":0},"type":"power","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]} -{"_id":"8sgwRh8NUNkn9Vi0","name":"Secret Chest","permission":{"default":0},"type":"power","data":{"description":{"value":"

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the power. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

\n

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

\n

After 60 days, there is a cumulative 5 percent chance per day that the power’s effect ends. This effect ends if you cast this power again, if the smaller replica chest is destroyed, or if you choose to end the power as an action. If the power ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp","consumed":false,"cost":5050,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]} +{"_id":"8RTDOt80u8aBv9qx","name":"Alter Self","permission":{"default":0},"type":"power","data":{"description":{"value":"

You assume a different form. When you cast the power, choose one of the following options, the effects of which last for the duration of the power. While the power lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this power to become quadrupedal, for instance. At any time for the duration of the power, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-acid-2.jpg","effects":[]} +{"_id":"8aWtP5hcrmcEesBW","name":"Teleportation Circle","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you cast the power, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this power, you learn the sigil sequences for two destinations on The Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures⁠. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this power in the same location every day for one year. You need not use the circle to Teleport when you cast the power in this way.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Rare chalks and inks infused with precious gems with 50 gp, which the power consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} +{"_id":"8cse7rit0oswRPUP","name":"Arcane Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dipowered or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Gold dust worth at least 25 gp, which the power consumes.","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-2.jpg","effects":[]} +{"_id":"8dzaICjGy6mTUaUr","name":"Bless","permission":{"default":0},"type":"power","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature","width":null},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{"core":{"sourceId":"Item.VQMKMnQDw5rzL0zp"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[{"_id":"8rP3gwmXVTgZqYZE","flags":{},"changes":[{"key":"data.bonuses.abilities.save","value":"1d4","mode":2},{"key":"data.bonuses.mwak.attack","value":"1d4","mode":2},{"key":"data.bonuses.mpak.attack","value":"1d4","mode":2},{"key":"data.bonuses.rpak.attack","value":"1d4","mode":2},{"key":"data.bonuses.rwak.attack","value":"1d4","mode":2}],"disabled":true,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/powers/haste-sky-1.jpg","label":"Bless","origin":"Item.kZZAZ6kp9YzgPQEe","tint":"","transfer":true}]} +{"_id":"8sgwRh8NUNkn9Vi0","name":"Secret Chest","permission":{"default":0},"type":"power","data":{"description":{"value":"

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the power. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the power’s effect ends. This effect ends if you cast this power again, if the smaller replica chest is destroyed, or if you choose to end the power as an action. If the power ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp","consumed":false,"cost":5050,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]} {"_id":"8zT7njvqbpXs4Cel","name":"Spare the Dying","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]} -{"_id":"91Sw6vOIaO7U8DvM","name":"Dominate Person","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]} -{"_id":"95K2aUhAGV9qXjnf","name":"Bane","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-2.jpg","effects":[]} -{"_id":"9eOZDBImVKxbeOyZ","name":"Enhance Ability","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Bear’s Endurance. The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the power ends.
  • \n
  • Bull’s Strength. The target has advantage on Strength Checks, and his or her carrying capacity doubles.
  • \n
  • Cat’s Grace. The target has advantage on Dexterity Checks. It also doesn’t take damage from Falling 20 feet or less if it isn’t Incapacitated.
  • \n
  • Eagle’s Splendor. The target has advantage on Charisma Checks.
  • \n
  • Fox’s Cunning. The target has advantage on Intelligence Checks.
  • \n
  • Owl’s Wisdom. The target has advantage on Wisdom Checks.
  • \n
\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Fur or a feather from a beast","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-royal-2.jpg","effects":[]} -{"_id":"9gYGkrL6qFTsE6fw","name":"Spike Growth","permission":{"default":0},"type":"power","data":{"description":{"value":"

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the Duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

\n

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the power is cast must make a Wisdom (Perception) check against your power save DC to recognize the terrain as hazardous before entering it.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Seven sharp thorns or seven small twigs, each sharpened to a point","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]} -{"_id":"9hQXdMSmerkTsHDe","name":"Confusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the power must make a Wisdom saving throw otherwise it will be affected by the power.

\n

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

\n

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the power ends for this target.

\n

Higher Levels. When you cast this power using a level power slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher power slot to 4.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":0,"scaling":"power"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Three walnut shells.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-magenta-3.jpg","effects":[]} -{"_id":"9kGrFXnLiRg3Xnbo","name":"Regenerate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and stimulate its natural Healing ability. The target regains 4d8 + 15 Hit Points. For the Duration of the power, the target regains 1 hit point at the start of each of its turns (10 h⁠it points each minute).

\n

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the power instantaneously causes the limb to knit to the stump.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8 + 15","healing"]],"versatile":"1"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A prayer wheel and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-3.jpg","effects":[]} +{"_id":"91Sw6vOIaO7U8DvM","name":"Dominate Person","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

At Higher Levels. When you cast this power using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]} +{"_id":"95K2aUhAGV9qXjnf","name":"Bane","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature","width":null},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{"core":{"sourceId":"Item.KkaQm4OQJxc6z3to"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/powers/rip-magenta-2.jpg","effects":[{"_id":"potjmpJPeUA1U4oe","flags":{},"changes":[{"key":"data.bonuses.abilities.save","value":"-1d4","mode":2},{"key":"data.bonuses.mwak.attack","value":"-1d4","mode":2},{"key":"data.bonuses.mpak.attack","value":"-1d4","mode":2},{"key":"data.bonuses.rpak.attack","value":"-1d4","mode":2},{"key":"data.bonuses.rwak.attack","value":"-1d4","mode":2}],"disabled":true,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/powers/rip-magenta-2.jpg","label":"Bane","origin":"Item.KkaQm4OQJxc6z3to","tint":"","transfer":true}]} +{"_id":"9eOZDBImVKxbeOyZ","name":"Enhance Ability","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Bear’s Endurance. The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the power ends.
  • \n
  • Bull’s Strength. The target has advantage on Strength Checks, and his or her carrying capacity doubles.
  • \n
  • Cat’s Grace. The target has advantage on Dexterity Checks. It also doesn’t take damage from Falling 20 feet or less if it isn’t Incapacitated.
  • \n
  • Eagle’s Splendor. The target has advantage on Charisma Checks.
  • \n
  • Fox’s Cunning. The target has advantage on Intelligence Checks.
  • \n
  • Owl’s Wisdom. The target has advantage on Wisdom Checks.
  • \n
\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Fur or a feather from a beast","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-royal-2.jpg","effects":[]} +{"_id":"9gYGkrL6qFTsE6fw","name":"Spike Growth","permission":{"default":0},"type":"power","data":{"description":{"value":"

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the Duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the power is cast must make a Wisdom (Perception) check against your power save DC to recognize the terrain as hazardous before entering it.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Seven sharp thorns or seven small twigs, each sharpened to a point","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]} +{"_id":"9hQXdMSmerkTsHDe","name":"Confusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the power must make a Wisdom saving throw otherwise it will be affected by the power.

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the power ends for this target.

Higher Levels. When you cast this power using a level power slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher power slot to 4.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":0,"scaling":"power"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Three walnut shells.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-magenta-3.jpg","effects":[]} +{"_id":"9kGrFXnLiRg3Xnbo","name":"Regenerate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and stimulate its natural Healing ability. The target regains 4d8 + 15 Hit Points. For the Duration of the power, the target regains 1 hit point at the start of each of its turns (10 h⁠it points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the power instantaneously causes the limb to knit to the stump.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8 + 15","healing"]],"versatile":"1"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A prayer wheel and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-3.jpg","effects":[]} {"_id":"A3q2gTNqG6fvNGrv","name":"Disguise Self","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]} -{"_id":"A4RsPuSvB9wFtz1j","name":"Dimension Door","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]} +{"_id":"A4RsPuSvB9wFtz1j","name":"Dimension Door","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]} {"_id":"AGFMPAmuzwWO6Dfz","name":"Raise Dead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This power also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This power doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the power, they take effect when the creature returns to life. The power can't return an undead creature to life.

This power closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the power automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 500gp, which the power consumes.","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-2.jpg","effects":[]} -{"_id":"AQsBc94ES7W7s7iG","name":"Wall of Thorns","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the Duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

\n

When the wall appears, each creature within its area must make a Dexterity⁠ saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

\n

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of Movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity⁠ saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of thorns","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-acid-3.jpg","effects":[]} -{"_id":"ATo0Eb63TDtnu6iA","name":"Animate Objects","permission":{"default":0},"type":"power","data":{"description":{"value":"

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the power ends or until reduced to 0 hit points.

\n

As a bonus action, you can mentally command any creature you made with this power if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

Animated Object Statistics

\n

Size        HP   AC   Attack                                      Str Dex

\n

Tiny        20   18   +8 to hit, 1d4 + 4 damage    4     18

\n

Small     25   16   +6 to hit, 1d8 + 2 damage    6     14

\n

Medium 40   13  +5 to hit, 2d6 + 1 damage    10   12

\n

Large      50   10  +6 to hit, 2d10 + 2 damage  14   10

\n

Huge       80   10  +8 to hit, 2d12 + 4 damage  18   6

\n

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

\n

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

\n

At Higher Levels. If you cast this power using a power slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"","type":"object"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-royal-2.jpg","effects":[]} -{"_id":"Advtckpz1B733bu9","name":"Flame Blade","permission":{"default":0},"type":"power","data":{"description":{"value":"

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a Scimitar, and it lasts for the Duration. If you let go of the blade, it disappears, but you can evoke the blade again as a Bonus Action.

\n

You can use your action to make a melee power Attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

\n

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Leaf of sumac","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-orange-2.jpg","effects":[]} -{"_id":"AoTTjapz1FsGOIZz","name":"Delayed Blast Fireball","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the power ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

\n

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the power ends, and the bead explodes.

\n

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","fire"]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-3.jpg","effects":[]} +{"_id":"AQsBc94ES7W7s7iG","name":"Wall of Thorns","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the Duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity⁠ saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of Movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity⁠ saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this power using a power slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of thorns","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-acid-3.jpg","effects":[]} +{"_id":"ATo0Eb63TDtnu6iA","name":"Animate Objects","permission":{"default":0},"type":"power","data":{"description":{"value":"

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the power ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this power if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

Size        HP   AC   Attack                                      Str Dex

Tiny        20   18   +8 to hit, 1d4 + 4 damage    4     18

Small     25   16   +6 to hit, 1d8 + 2 damage    6     14

Medium 40   13  +5 to hit, 2d6 + 1 damage    10   12

Large      50   10  +6 to hit, 2d10 + 2 damage  14   10

Huge       80   10  +8 to hit, 2d12 + 4 damage  18   6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this power using a power slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"","type":"object"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-royal-2.jpg","effects":[]} +{"_id":"Advtckpz1B733bu9","name":"Flame Blade","permission":{"default":0},"type":"power","data":{"description":{"value":"

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a Scimitar, and it lasts for the Duration. If you let go of the blade, it disappears, but you can evoke the blade again as a Bonus Action.

You can use your action to make a melee power Attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Leaf of sumac","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-orange-2.jpg","effects":[]} +{"_id":"AoTTjapz1FsGOIZz","name":"Delayed Blast Fireball","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the power ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The power's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the power ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

At Higher Levels. When you cast this power using a power slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","fire"]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-3.jpg","effects":[]} {"_id":"B0pnIcc52O6G8hi8","name":"Longstrider","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. The target's speed increases by 10 feet until the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-1.jpg","effects":[]} -{"_id":"B2kbmgbA2WQR00kx","name":"Symbol","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure⁠ chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this power, the glyph is broken, and the power ends without being triggered.

\n

The glyph is nearly invisible⁠, requiring an Intelligence (Investigation) check against your power save DC to find it.

\n

You decide what triggers the glyph when you cast the power. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common⁠ triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

\n

You can further refine the trigger so the power is activated only under certain circumstances or according to a creature’s physical characteristics⁠ (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

\n

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere⁠ with dim light for 10 minutes, after which time the power ends. Each creature in the sphere⁠ when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there.

\n
    \n
  • Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
  • \n
  • Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication⁠ and has disadvantage on Attack rolls and Ability Checks.
  • \n
  • Fear. Each target must make a Wisdom saving throw and becomes Frightened for 1 minute on a failed save. While Frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
  • \n
  • Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack⁠ or target any creature with harmful Abilities, Powers, or other magical Effects.
  • \n
  • Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take Actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its Movement, which is erratic.
  • \n
  • Pain. Each target must make a Constitution saving throw and becomes Incapacitated with excruciating pain for 1 minute on a failed save.
  • \n
  • Sleep. Each target must make a Wisdom saving throw and falls Unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
  • \n
  • Stunning. Each target must make a Wisdom saving throw and becomes Stunned for 1 minute on a failed save.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","necrotic"]],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"value":"","scaling":"power"},"level":7,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} +{"_id":"B2kbmgbA2WQR00kx","name":"Symbol","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure⁠ chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this power, the glyph is broken, and the power ends without being triggered.

The glyph is nearly invisible⁠, requiring an Intelligence (Investigation) check against your power save DC to find it.

You decide what triggers the glyph when you cast the power. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common⁠ triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the power is activated only under certain circumstances or according to a creature’s physical characteristics⁠ (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere⁠ with dim light for 10 minutes, after which time the power ends. Each creature in the sphere⁠ when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there.

\n
    \n
  • Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
  • \n
  • Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication⁠ and has disadvantage on Attack rolls and Ability Checks.
  • \n
  • Fear. Each target must make a Wisdom saving throw and becomes Frightened for 1 minute on a failed save. While Frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
  • \n
  • Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack⁠ or target any creature with harmful Abilities, Powers, or other magical Effects.
  • \n
  • Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take Actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its Movement, which is erratic.
  • \n
  • Pain. Each target must make a Constitution saving throw and becomes Incapacitated with excruciating pain for 1 minute on a failed save.
  • \n
  • Sleep. Each target must make a Wisdom saving throw and falls Unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
  • \n
  • Stunning. Each target must make a Wisdom saving throw and becomes Stunned for 1 minute on a failed save.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","necrotic"]],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"value":"","scaling":"power"},"level":7,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} {"_id":"BP3GCwa66IAw1yTG","name":"Daylight","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this power's area overlaps with an area of darkness created by a power of 3rd level or lower, the power that created the darkness is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-royal-2.jpg","effects":[]} -{"_id":"BQk5Row4NymMnUQl","name":"Hideous Laughter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this power affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Tiny tarts and a feather that is waved in the air","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]} +{"_id":"BQk5Row4NymMnUQl","name":"Hideous Laughter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this power affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Tiny tarts and a feather that is waved in the air","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]} {"_id":"BV0mpbHh29IbbIj5","name":"Create Food and Water","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-1.jpg","effects":[]} -{"_id":"BYNvBJzHcF5VJhXw","name":"Phantasmal Killer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes Frightened for the Duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdo⁠m saving throw or take 4d10 psychic damage. On a successful save, the power ends.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-eerie-3.jpg","effects":[]} +{"_id":"BYNvBJzHcF5VJhXw","name":"Phantasmal Killer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes Frightened for the Duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdo⁠m saving throw or take 4d10 psychic damage. On a successful save, the power ends.

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-eerie-3.jpg","effects":[]} {"_id":"Bnn9Nzajixvow9xi","name":"Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]} {"_id":"BrBZdCCrJRIVg7YX","name":"Silent Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-2.jpg","effects":[]} {"_id":"CAxSzHWizrafT033","name":"Dancing Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-sky-2.jpg","effects":[]} {"_id":"CKZTpZlxj7hjjo2H","name":"Mage Armor","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-1.jpg","effects":[]} -{"_id":"CjIq8Ed7bu3vVwT1","name":"Contagion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your touch inflicts disease. Make a melee power attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

\n

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the power ends.

\n

Since this power induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

\n

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

\n

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

\n

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

\n

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion power during combat.

\n

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

\n

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]} +{"_id":"CjIq8Ed7bu3vVwT1","name":"Contagion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your touch inflicts disease. Make a melee power attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the power ends.

Since this power induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion power during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]} {"_id":"CylBa7jR8DSbo8Z3","name":"Zone of Truth","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a magical zone that guards against deception⁠ in a 15-foot-radius sphere⁠ centered on a point of your choice within range. Until the power ends, a creature that enters the power’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

","chat":"","unidentified":""},"source":"PHB pg. 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-2.jpg","effects":[]} -{"_id":"DGONTFbk5eORs5qv","name":"Black Tentacles","permission":{"default":0},"type":"power","data":{"description":{"value":"

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the Duration, these tentacles turn the ground in the area into difficult terrain.

\n

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be @JournalEntry[Restrai⁠ned] by the tentacles until the power ends. A creature that starts its turn in the area and is already @JournalEntry[Restrai⁠ned] by the tentacles takes 3d6 bludgeoning damage.

\n

A creature @JournalEntry[Restrained] by the tentacles can use its action to make a Strength or D⁠exterity check (its choice) against your power save DC. On a success, it frees itself.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A piece of tentacle from a giant octopus or a giant squid","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-eerie-2.jpg","effects":[]} +{"_id":"DGONTFbk5eORs5qv","name":"Black Tentacles","permission":{"default":0},"type":"power","data":{"description":{"value":"

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the Duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be @JournalEntry[Restrai⁠ned] by the tentacles until the power ends. A creature that starts its turn in the area and is already @JournalEntry[Restrai⁠ned] by the tentacles takes 3d6 bludgeoning damage.

A creature @JournalEntry[Restrained] by the tentacles can use its action to make a Strength or D⁠exterity check (its choice) against your power save DC. On a success, it frees itself.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A piece of tentacle from a giant octopus or a giant squid","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-eerie-2.jpg","effects":[]} {"_id":"DQzlB5Y3k791W5bH","name":"See Invisibility","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of talc and a small sprinkling of silver powder","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]} -{"_id":"DUBgwHPakcLDkB6W","name":"Tree Stride","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of Movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement⁠. If you have no movement⁠ left, you appear within 5 feet of the tree you entered.

\n

You can use this transportation ability once per round for the Duration. You must end each turn outside a tree.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-royal-3.jpg","effects":[]} -{"_id":"E4NXux0RHvME1XgP","name":"Create Undead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You can cast this power only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

\n

As a bonus action on each of your turns, you can mentally command any creature you animated with this power if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature before the current 24-hour period ends. This use of the power reasserts your control over up to three creatures you have animated with this power, rather than animating new ones.

\n

Higher Levels. When you cast this power using a 7th-level power slot, you can animate or reassert control over four ghouls. When you cast this power using an 8th-level power slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this power using a 9th-level power slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":"You can cast this power only at night."},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"spec","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.","consumed":false,"cost":150,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-3.jpg","effects":[]} -{"_id":"EOmsUcFQJTfG2oio","name":"Fire Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]} -{"_id":"ERCv7yuRkQ0YjGx6","name":"Reverse Gravity","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and Objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this power. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

\n

If some solid object (such as a ceiling) is encountered in this fall, Falling Objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the Duration.

\n

At the end of the Duration, affected Objects and creatures fall back down.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":50,"units":"ft","type":"cylinder"},"range":{"value":100,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"value":"","scaling":"power"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A lodestone and iron fillings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-2.jpg","effects":[]} -{"_id":"Ek45cBpVXvJdv1Qy","name":"Counterpower","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your powercasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]} -{"_id":"Eon0jzGzQRNluTPQ","name":"Antimagic Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, powers can't be cast, summoned creatures disappear, and even magic items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

\n

Areas of Magic. The area of another power or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

\n

Powers. Any active power or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

\n

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

\n

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick power, temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Dispel Magic. Powers and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field powers don't nullify each other.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron or iron filings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-3.jpg","effects":[]} +{"_id":"DUBgwHPakcLDkB6W","name":"Tree Stride","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of Movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement⁠. If you have no movement⁠ left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the Duration. You must end each turn outside a tree.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-royal-3.jpg","effects":[]} +{"_id":"E4NXux0RHvME1XgP","name":"Create Undead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You can cast this power only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this power if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature before the current 24-hour period ends. This use of the power reasserts your control over up to three creatures you have animated with this power, rather than animating new ones.

Higher Levels. When you cast this power using a 7th-level power slot, you can animate or reassert control over four ghouls. When you cast this power using an 8th-level power slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this power using a 9th-level power slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":"You can cast this power only at night."},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"spec","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.","consumed":false,"cost":150,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-3.jpg","effects":[]} +{"_id":"EOmsUcFQJTfG2oio","name":"Fire Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-1.jpg","effects":[]} +{"_id":"ERCv7yuRkQ0YjGx6","name":"Reverse Gravity","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and Objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this power. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, Falling Objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the Duration.

At the end of the Duration, affected Objects and creatures fall back down.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":50,"units":"ft","type":"cylinder"},"range":{"value":100,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"value":"","scaling":"power"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A lodestone and iron fillings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-2.jpg","effects":[]} +{"_id":"Ek45cBpVXvJdv1Qy","name":"Counterpower","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your powercasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

Higher Levels. When you cast this power using a power slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]} +{"_id":"Eon0jzGzQRNluTPQ","name":"Antimagic Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, powers can't be cast, summoned creatures disappear, and even magic items become mundane. Until the power ends, the sphere moves with you, centered on you.

Powers and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

Targeted Effects. Powers and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another power or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Powers. Any active power or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick power, temporarily closes while in the sphere.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Powers and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field powers don't nullify each other.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron or iron filings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-3.jpg","effects":[]} {"_id":"F0GsG0SJzsIOacwV","name":"Lesser Restoration","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]} {"_id":"FSMy6VAjDnXY9vWz","name":"Gust of Wind","permission":{"default":0},"type":"power","data":{"description":{"value":"

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the power's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the power ends, you can change the direction in which the line blasts from you.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A legume seed.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-2.jpg","effects":[]} -{"_id":"FjYE214HTERCRZNm","name":"Flaming Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the Duration. Any creature that ends its turn within 5 feet of the sp⁠here must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

\n

As a Bonus Action, you can move the Sphere up to 30 feet. If you ram the sphe⁠re into a creature, that creature must make the saving throw against the sphere’s damage, and the sp⁠here stops moving this turn.

\n

When you move the Sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sp⁠here ignites flammable Objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of tallow, a pinch of brimstone, and a dusting of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]} -{"_id":"GJ2WYm3SQFR0winH","name":"Antipathy/Sympathy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

\n

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

\n

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

\n

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

\n

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the power is allowed another Wisdom saving throw every 24 hours while the power persists.

\n

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

","chat":"","unidentified":""},"source":"PHB pg. 214","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-acid-3.jpg","effects":[]} -{"_id":"GSvLWcdCZLQkilXT","name":"Blink","permission":{"default":0},"type":"power","data":{"description":{"value":"

Roll a d20 at the end of each of your turns for the duration of the power. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the power fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the power ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this power as an action.

\n

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-1.jpg","effects":[]} +{"_id":"FjYE214HTERCRZNm","name":"Flaming Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the Duration. Any creature that ends its turn within 5 feet of the sp⁠here must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a Bonus Action, you can move the Sphere up to 30 feet. If you ram the sphe⁠re into a creature, that creature must make the saving throw against the sphere’s damage, and the sp⁠here stops moving this turn.

When you move the Sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sp⁠here ignites flammable Objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of tallow, a pinch of brimstone, and a dusting of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]} +{"_id":"GJ2WYm3SQFR0winH","name":"Antipathy/Sympathy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the power is allowed another Wisdom saving throw every 24 hours while the power persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

","chat":"","unidentified":""},"source":"PHB pg. 214","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-acid-3.jpg","effects":[]} +{"_id":"GSvLWcdCZLQkilXT","name":"Blink","permission":{"default":0},"type":"power","data":{"description":{"value":"

Roll a d20 at the end of each of your turns for the duration of the power. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the power fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the power ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this power as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-1.jpg","effects":[]} {"_id":"GtGjNjPBgUHxGYAD","name":"Sending","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The power enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"any"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of fine copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_20.jpg","effects":[]} -{"_id":"HBHbOGKNVVprSlwn","name":"Disintegrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

\n

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish power.

\n

This power automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this power.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]} -{"_id":"HPvZm8YJO91k6Qdg","name":"Finger of Death","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

\n

A humanoid killed by this power rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8 + 30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]} -{"_id":"HQfd7jJyULIoGxrZ","name":"Telekinesis","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the power, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. Make an ability check with your powercasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power.

\n

If the object is worn or carried by a creature, you must make an ability check with your Powercasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power.

\n

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-3.jpg","effects":[]} +{"_id":"HBHbOGKNVVprSlwn","name":"Disintegrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish power.

This power automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this power.

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]} +{"_id":"HPvZm8YJO91k6Qdg","name":"Finger of Death","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this power rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8 + 30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]} +{"_id":"HQfd7jJyULIoGxrZ","name":"Telekinesis","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the power, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the power.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your powercasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power.

If the object is worn or carried by a creature, you must make an ability check with your Powercasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power.

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-3.jpg","effects":[]} {"_id":"I2LUSF5ogc7Bj62e","name":"Speak with Dead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The power fails if the corpse was the target of this power within the last 10 days.

Until the power ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This power doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Burning incense","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-acid-1.jpg","effects":[]} -{"_id":"IBJmWjzbQGu7M4UX","name":"Fog Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-2.jpg","effects":[]} +{"_id":"IBJmWjzbQGu7M4UX","name":"Fog Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-2.jpg","effects":[]} {"_id":"ImlCJQwR1VL40Qem","name":"Arcane Eye","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

","chat":"","unidentified":""},"source":"PHB pg. 214","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of bat fur.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]} {"_id":"Iv2qqSAT7OkXKPFx","name":"Locate Animals or Plants","permission":{"default":0},"type":"power","data":{"description":{"value":"

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-royal-2.jpg","effects":[]} -{"_id":"IyikgTEOTv701jgQ","name":"Lightning Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-2.jpg","effects":[]} -{"_id":"J3uILDYS7MiOfmTJ","name":"Fire Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire damages Objects in the area and ignites flammable Objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this power.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-3.jpg","effects":[]} -{"_id":"J6Jpw5XzB5aTeqnz","name":"Plane Shift","permission":{"default":0},"type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]} -{"_id":"JGT5bNqu9REL7Fuz","name":"Find Familiar","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

\n

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this power again.

\n

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

\n

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

\n

You can’t have more than one familiar at a time. If you cast this power while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

\n

Finally, when you cast a power with a range of touch, your familiar can deliver the power as if it had cast the power. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your action modifier for the roll.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-eerie-2.jpg","effects":[]} -{"_id":"JLTQyqXEaJDrTXyW","name":"Acid Splash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-acid-1.jpg","effects":[]} -{"_id":"JPwIEfgUPVebr5AH","name":"Barkskin","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. Until the power ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[]} -{"_id":"JQyigMNPiDnGI18b","name":"Geas","permission":{"default":0},"type":"power","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the power.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the power ends.

\n

You can end the power early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish power also ends it.

\n

At Higher Levels. When you cast this power using a power slot of 7th or 8th level, the Duration is 1 year. When you cast this power using a power slot of 9th level, the power lasts until it is ended by one of the Powers mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-air-3.jpg","effects":[]} -{"_id":"JVhKeanAXZH62DrF","name":"Warding Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates a mystic connection between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]} -{"_id":"JYuRBwxpoFhXduvD","name":"Time Stop","permission":{"default":0},"type":"power","data":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use Actions and move as normal.

\n

This power ends if one of the Actions you use during this period, or any Effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the power ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4+1","save":{"ability":"","dc":null,"value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/mech_12.jpg","effects":[]} -{"_id":"JbxsYXxSOTZbf9I0","name":"Spiritual Weapon","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"square"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]} +{"_id":"IyikgTEOTv701jgQ","name":"Lightning Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-2.jpg","effects":[]} +{"_id":"J3uILDYS7MiOfmTJ","name":"Fire Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages Objects in the area and ignites flammable Objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this power.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-3.jpg","effects":[]} +{"_id":"J6Jpw5XzB5aTeqnz","name":"Plane Shift","permission":{"default":0},"type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]} +{"_id":"JGT5bNqu9REL7Fuz","name":"Find Familiar","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this power again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this power while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a power with a range of touch, your familiar can deliver the power as if it had cast the power. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your action modifier for the roll.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-eerie-2.jpg","effects":[]} +{"_id":"JLTQyqXEaJDrTXyW","name":"Acid Splash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6acid damage.

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-acid-1.jpg","effects":[]} +{"_id":"JPwIEfgUPVebr5AH","name":"Barkskin","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. Until the power ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature","width":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{"core":{"sourceId":"Item.VQMKMnQDw5rzL0zp"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[{"_id":"uM6rgctYpcbCVSkn","flags":{},"changes":[{"key":"data.attributes.ac.value","value":16,"mode":4}],"disabled":true,"duration":{"startTime":null,"seconds":3600,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/powers/protect-orange-2.jpg","label":"Barkskin","origin":"Item.VQMKMnQDw5rzL0zp","tint":"","transfer":true}]} +{"_id":"JQyigMNPiDnGI18b","name":"Geas","permission":{"default":0},"type":"power","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the power.

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the power ends.

You can end the power early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish power also ends it.

At Higher Levels. When you cast this power using a power slot of 7th or 8th level, the Duration is 1 year. When you cast this power using a power slot of 9th level, the power lasts until it is ended by one of the Powers mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-air-3.jpg","effects":[]} +{"_id":"JVhKeanAXZH62DrF","name":"Warding Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates a mystic connection between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]} +{"_id":"JYuRBwxpoFhXduvD","name":"Time Stop","permission":{"default":0},"type":"power","data":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use Actions and move as normal.

This power ends if one of the Actions you use during this period, or any Effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the power ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4+1","save":{"ability":"","dc":null,"value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/mech_12.jpg","effects":[]} +{"_id":"JbxsYXxSOTZbf9I0","name":"Spiritual Weapon","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"square"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]} {"_id":"KJRVzeMQXPj8Gtyx","name":"Spider Climb","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of bitumen and a spider","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-spirit-1.jpg","effects":[]} -{"_id":"KeunEkg1JYbOCOhV","name":"Circle of Death","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sphere of negative energy ripples out in a 60-foot radius from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

\n

Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"The powder of a crushed black pearl worth at least 500 gp.","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-3.jpg","effects":[]} -{"_id":"KgEw3sDr39C6g8nY","name":"Conjure Minor Elementals","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

\n
    \n
  • One elemental of challenge rating 2 or lower
  • \n
  • Two elementals of challenge rating 1 or lower
  • \n
  • Four elementals of challenge rating 1/2 or lower
  • \n
  • Eight elementals of challenge rating 1/4 or lower.
  • \n
\n

An elemental summoned by this power disappears when it drops to 0 hit points or when the power ends.

\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this power using certain higher-level power slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-2.jpg","effects":[]} -{"_id":"KhwiSi9fwVfUPtku","name":"Sleep","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this power.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]} +{"_id":"KeunEkg1JYbOCOhV","name":"Circle of Death","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sphere of negative energy ripples out in a 60-foot radius from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"The powder of a crushed black pearl worth at least 500 gp.","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-3.jpg","effects":[]} +{"_id":"KgEw3sDr39C6g8nY","name":"Conjure Minor Elementals","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

\n
    \n
  • One elemental of challenge rating 2 or lower
  • \n
  • Two elementals of challenge rating 1 or lower
  • \n
  • Four elementals of challenge rating 1/2 or lower
  • \n
  • Eight elementals of challenge rating 1/4 or lower.
  • \n
\n

An elemental summoned by this power disappears when it drops to 0 hit points or when the power ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Higher Levels. When you cast this power using certain higher-level power slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-2.jpg","effects":[]} +{"_id":"KhwiSi9fwVfUPtku","name":"Sleep","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this power.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-magenta-1.jpg","effects":[]} {"_id":"Kn7K5PtYUJAKZTTp","name":"Purify Food and Drink","permission":{"default":0},"type":"power","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-1.jpg","effects":[]} {"_id":"KrM3oHVv13RAALrS","name":"Find Traps","permission":{"default":0},"type":"power","data":{"description":{"value":"

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the power would sense an area affected by the alarm power, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This power merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-1.jpg","effects":[]} -{"_id":"L4J89JXqbKs6puEV","name":"Teleport","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

\n

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--
\n

Familiarity. “Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library⁠, bed linen from a royal suite, or a chunk of marble from a lich’s Secret tomb.

\n

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the power. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

\n

\"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum⁠ but instead viewed an illusion⁠, or you are attempting to teleport to a familiar location that no longer exists.

\n

On Target. You and your group (or the target object) appear where you want to.

\n

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

\n

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the power has no range limit, you could conceivably wind up anywhere on the plane.

\n

Mishap. The power’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":"","unidentified":""},"source":"PHB pg. 281","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} -{"_id":"LTDNWoFVJNLjiiNa","name":"Arcane Sword","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a sword-shaped plane of force that hovers within range. It lasts for the Duration.

\n

When the sword appears, you make a melee power Attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the power ends, you can use a Bonus Action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

\n

Until the power ends, you can use a b⁠onus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A miniature platinum sword with a grip and pommel of copper and zinc, worth 250gp","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]} -{"_id":"LWTUqKkUQdMAmOe0","name":"Color Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this power can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the power ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of powder or sand that is colored red, yellow, and blue.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-2.jpg","effects":[]} -{"_id":"LkvI11Uue774QBKZ","name":"Cloudkill","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-3.jpg","effects":[]} +{"_id":"L4J89JXqbKs6puEV","name":"Teleport","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--
\n

Familiarity. “Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library⁠, bed linen from a royal suite, or a chunk of marble from a lich’s Secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the power. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

\"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum⁠ but instead viewed an illusion⁠, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the power has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The power’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":"","unidentified":""},"source":"PHB pg. 281","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} +{"_id":"LTDNWoFVJNLjiiNa","name":"Arcane Sword","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a sword-shaped plane of force that hovers within range. It lasts for the Duration.

When the sword appears, you make a melee power Attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the power ends, you can use a Bonus Action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

Until the power ends, you can use a b⁠onus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A miniature platinum sword with a grip and pommel of copper and zinc, worth 250gp","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-3.jpg","effects":[]} +{"_id":"LWTUqKkUQdMAmOe0","name":"Color Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this power can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the power ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of powder or sand that is colored red, yellow, and blue.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-2.jpg","effects":[]} +{"_id":"LkvI11Uue774QBKZ","name":"Cloudkill","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-3.jpg","effects":[]} {"_id":"LmRHHMtplpxr9fX6","name":"Revivify","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This power can't return to life a creature that has died of old age, nor can it restore any missing body parts.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Diamonds worth 300gp, which the power consumes.","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-2.jpg","effects":[]} -{"_id":"LrPvWHBPmiMQQsKB","name":"Dominate Beast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power with a 5th-level power slot, the duration is concentration, up to 10 minutes. When you use a 6th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 7th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-3.jpg","effects":[]} -{"_id":"MAxM77CDUu8dgIRQ","name":"Protection from Poison","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-acid-1.jpg","effects":[]} -{"_id":"MBMaQLwoy05qzMJ3","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become Invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the Duration, but the Invisibility ends if you Attack or Cast a Power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a Bonus Action, you can switch from using its sens⁠es to using your own, or back again. While you are using its se⁠nses, you are Blinded and Deafened in regard to your own surroundings.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-3.jpg","effects":[]} -{"_id":"MCEpGpvovcXagwQS","name":"Awaken","permission":{"default":0},"type":"power","data":{"description":{"value":"

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

\n

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"hour","cost":8,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An agate worth at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-royal-3.jpg","effects":[]} -{"_id":"MImfWCzEPRMYD3Xp","name":"Freezing Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

\n

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your power save DC to break free.

\n

You can refrain from firing the globe after completing the power, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the power. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal sphere","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-3.jpg","effects":[]} +{"_id":"LrPvWHBPmiMQQsKB","name":"Dominate Beast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

At Higher Levels. When you cast this power with a 5th-level power slot, the duration is concentration, up to 10 minutes. When you use a 6th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 7th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-3.jpg","effects":[]} +{"_id":"MAxM77CDUu8dgIRQ","name":"Protection from Poison","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-acid-1.jpg","effects":[]} +{"_id":"MBMaQLwoy05qzMJ3","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become Invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the Duration, but the Invisibility ends if you Attack or Cast a Power.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a Bonus Action, you can switch from using its sens⁠es to using your own, or back again. While you are using its se⁠nses, you are Blinded and Deafened in regard to your own surroundings.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-3.jpg","effects":[]} +{"_id":"MCEpGpvovcXagwQS","name":"Awaken","permission":{"default":0},"type":"power","data":{"description":{"value":"

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"hour","cost":8,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An agate worth at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-royal-3.jpg","effects":[]} +{"_id":"MImfWCzEPRMYD3Xp","name":"Freezing Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your power save DC to break free.

You can refrain from firing the globe after completing the power, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the power. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal sphere","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-3.jpg","effects":[]} {"_id":"MK6gpQMeDFo0cP9f","name":"Continual Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Ruby dust worth 50 gp, which the power consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-orange-2.jpg","effects":[]} -{"_id":"MOEmz9N0j0QPkKEE","name":"Prayer of Healing","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to six creatures of your choice that you can see within range each regain Hit Points equal to 2d8 + your Powercasting ability modifier. This power has no effect on Undead or constructs.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-2.jpg","effects":[]} -{"_id":"MRxldJd6C4bsBo3O","name":"Levitate","permission":{"default":0},"type":"power","data":{"description":{"value":"

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

\n

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power’s range.

\n

When the power ends, the target floats gently to the ground if it is still aloft.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]} +{"_id":"MOEmz9N0j0QPkKEE","name":"Prayer of Healing","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to six creatures of your choice that you can see within range each regain Hit Points equal to 2d8 + your Powercasting ability modifier. This power has no effect on Undead or constructs.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-2.jpg","effects":[]} +{"_id":"MRxldJd6C4bsBo3O","name":"Levitate","permission":{"default":0},"type":"power","data":{"description":{"value":"

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power’s range.

When the power ends, the target floats gently to the ground if it is still aloft.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]} {"_id":"MUO1uYN7JR1hm4dR","name":"Thaumaturgy","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n
    \n
  • Your voice booms up to three times as loud as normal for 1 minute.
  • \n
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • \n
  • You cause harmless tremors in the ground for 1 minute.
  • \n
  • You create a sound that originates from a point of your choice within range.
  • \n
  • You cause an unlocked door or window to fly open or slam shut.
  • \n
  • You alter the appearance of your eyes for 1 minute.
  • \n
\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]} {"_id":"Mzh95utKDPIrjiH8","name":"Detect Evil and Good","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]} -{"_id":"N2UEFq8X5LRsLcOZ","name":"Shapechange","permission":{"default":0},"type":"power","data":{"description":{"value":"

You assume the form of a different creature for the Duration. The new form can be of any creature with a Challenge rating equal to your level or lower. The creature can’t be a construct or an Undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Powercasting trait.

\n

Your game s⁠tatistics are replaced by the s⁠tatistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its Statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary Actions or Lair Actions of the new form.

\n

You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 Hit Points, you aren’t knocked Unconscious.

\n

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

\n

When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn e⁠quipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of e⁠quipment, based on the creature’s shape and size. Your e⁠quipment doesn’t change shape or size to match the new form, and any e⁠quipment that the new form can’t wear must either fall to the ground or merge into your new form. E⁠quipment that merges has no effect in that state.

\n

During this power’s Duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more h⁠it points than your current one, your h⁠it points remain at their current value.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the power","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-orange-3.jpg","effects":[]} -{"_id":"NJgxf7pmSsBArIG7","name":"Private Sanctum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The power lasts for the Duration or until you use an action to dismiss it.

\n

When you cast the power, you decide what sort of security the power provides, choosing any or all of the following properties:

\n
    \n
  • Sound can’t pass through the barrier at the edge of the warded area.
  • \n
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • \n
  • Sensors created by Divination s⁠pells can’t appear inside the protected area or pass through the barrier at its perimeter.
  • \n
  • Creatures in the area can’t be targeted by d⁠ivination s⁠pells.
  • \n
  • Nothing can Teleport into or out of the warded area.
  • \n
  • Planar Travel is blocked within the warded area.
  • \n
\n

Casting this power on the same spot every day for a year makes this effect permanent.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a power slot of 5th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":100,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-royal-2.jpg","effects":[]} -{"_id":"NXWWWgHtWb7Nv21F","name":"Tiny Hut","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The power ends if you leave its area.

\n

Nine creatures of Medium size or smaller can fit inside the dome with you. The power fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this power can move through it freely. All other creatures and objects are barred from passing through it. Powers and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

\n

Until the power ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A small crystal bead","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-2.jpg","effects":[]} -{"_id":"NmoRmM1mhuM3pqnY","name":"Wall of Stone","permission":{"default":0},"type":"power","data":{"description":{"value":"

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

\n

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its speed so that it is no longer enclosed by the wall.

\n

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this power to bridge a chasm or create a ramp.

\n

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

\n

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.

\n

If you maintain your Concentration on this power for its whole Duration, the wall becomes permanent and can’t be dipowered. Otherwise, the wall disappears when the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small block of granite","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-3.jpg","effects":[]} -{"_id":"ODhLKBxLnvvLOnw1","name":"Ray of Enfeeblement","permission":{"default":0},"type":"power","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged power attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the power ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the power. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-jade-2.jpg","effects":[]} -{"_id":"OVikYmSdHliAG2YD","name":"Insect Plague","permission":{"default":0},"type":"power","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]} -{"_id":"Opwh2PdX4runSBlm","name":"Aid","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny strip of white cloth.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]} -{"_id":"P6f1PPKPd9BCb742","name":"Compulsion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this power. Until the power ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another Wisdom save to try to end the effect.

\n

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-3.jpg","effects":[]} +{"_id":"N2UEFq8X5LRsLcOZ","name":"Shapechange","permission":{"default":0},"type":"power","data":{"description":{"value":"

You assume the form of a different creature for the Duration. The new form can be of any creature with a Challenge rating equal to your level or lower. The creature can’t be a construct or an Undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Powercasting trait.

Your game s⁠tatistics are replaced by the s⁠tatistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its Statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary Actions or Lair Actions of the new form.

You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 Hit Points, you aren’t knocked Unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn e⁠quipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of e⁠quipment, based on the creature’s shape and size. Your e⁠quipment doesn’t change shape or size to match the new form, and any e⁠quipment that the new form can’t wear must either fall to the ground or merge into your new form. E⁠quipment that merges has no effect in that state.

During this power’s Duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more h⁠it points than your current one, your h⁠it points remain at their current value.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the power","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-orange-3.jpg","effects":[]} +{"_id":"NJgxf7pmSsBArIG7","name":"Private Sanctum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The power lasts for the Duration or until you use an action to dismiss it.

When you cast the power, you decide what sort of security the power provides, choosing any or all of the following properties:

\n
    \n
  • Sound can’t pass through the barrier at the edge of the warded area.
  • \n
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • \n
  • Sensors created by Divination s⁠pells can’t appear inside the protected area or pass through the barrier at its perimeter.
  • \n
  • Creatures in the area can’t be targeted by d⁠ivination s⁠pells.
  • \n
  • Nothing can Teleport into or out of the warded area.
  • \n
  • Planar Travel is blocked within the warded area.
  • \n
\n

Casting this power on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a power slot of 5th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":100,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-royal-2.jpg","effects":[]} +{"_id":"NXWWWgHtWb7Nv21F","name":"Tiny Hut","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The power ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The power fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this power can move through it freely. All other creatures and objects are barred from passing through it. Powers and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the power ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A small crystal bead","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-2.jpg","effects":[]} +{"_id":"NmoRmM1mhuM3pqnY","name":"Wall of Stone","permission":{"default":0},"type":"power","data":{"description":{"value":"

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this power to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your Concentration on this power for its whole Duration, the wall becomes permanent and can’t be dipowered. Otherwise, the wall disappears when the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small block of granite","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-3.jpg","effects":[]} +{"_id":"ODhLKBxLnvvLOnw1","name":"Ray of Enfeeblement","permission":{"default":0},"type":"power","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged power attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the power ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the power. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-jade-2.jpg","effects":[]} +{"_id":"OVikYmSdHliAG2YD","name":"Insect Plague","permission":{"default":0},"type":"power","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]} +{"_id":"Opwh2PdX4runSBlm","name":"Aid","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny strip of white cloth.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]} +{"_id":"P6f1PPKPd9BCb742","name":"Compulsion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this power. Until the power ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another Wisdom save to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-3.jpg","effects":[]} {"_id":"P7mF2MxSuVJwHRRY","name":"Guidance","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":0,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-1.jpg","effects":[]} -{"_id":"PQuEgKyCdovOvhqN","name":"Etherealness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the Duration or until you use your action to dismiss the power. During this time, you can move in any direction. If you move up or down, every foot of Movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

\n

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a sp⁠ecial ability or magic has given them the ability to do so.

\n

You ignore all Objects and Effects that aren’t on the Ethereal Plane, allowing you to move through obje⁠cts you perceive on the plane you originated from.

\n

When the power ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This power has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

\n

At Higher Levels. When you cast this power using a power slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the power.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-3.jpg","effects":[]} -{"_id":"Pyzmm8R7rVsNAPsd","name":"Mass Cure Wounds","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Powercasting ability modifier. This power has no effect on Undead or constructs.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-2.jpg","effects":[]} -{"_id":"QbQZKoXOgHWN06aa","name":"True Polymorph","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the d⁠uration, or until the target drops to 0 hit points⁠ or dies. If you concentrate on this power for the full Duration, the transformation lasts until it is dipowered.

\n

This power has no effect on a target with 0 Hit Points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this power.

\n

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose c⁠hallenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a Challenge rating). The target’s game statistics⁠, including mental Ability Scores, are replaced by the statistics⁠ of the new form. It retains its Alignment and personality.

\n

The target assumes the hit points⁠ of its new form, and when it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 hit points⁠, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points⁠, it isn’t knocked Unconscious.

\n

The creature is limited in the Actions it can perform by the nature⁠ of its new form, and it can’t speak, cast Powers, or take any other action that requires hands or speech⁠, unless its new form is capable of such Actions.

\n

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

\n

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s Challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s Statistics and resolves all of its Actions and Movement.

\n

If the power becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

\n

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics⁠ become those of the object, and the creature has no memory of time spent in this form, after the power ends and it returns to its normal form.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of mercury, a dollop of gum arabic, and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-3.jpg","effects":[]} -{"_id":"QbTxN5dWIbYZ4jLU","name":"Chain Lightning","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Higher Levels. When you cast this power using a power slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-1.jpg","effects":[]} +{"_id":"PQuEgKyCdovOvhqN","name":"Etherealness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the Duration or until you use your action to dismiss the power. During this time, you can move in any direction. If you move up or down, every foot of Movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a sp⁠ecial ability or magic has given them the ability to do so.

You ignore all Objects and Effects that aren’t on the Ethereal Plane, allowing you to move through obje⁠cts you perceive on the plane you originated from.

When the power ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This power has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

At Higher Levels. When you cast this power using a power slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the power.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-3.jpg","effects":[]} +{"_id":"Pyzmm8R7rVsNAPsd","name":"Mass Cure Wounds","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Powercasting ability modifier. This power has no effect on Undead or constructs.

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-2.jpg","effects":[]} +{"_id":"QbQZKoXOgHWN06aa","name":"True Polymorph","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the d⁠uration, or until the target drops to 0 hit points⁠ or dies. If you concentrate on this power for the full Duration, the transformation lasts until it is dipowered.

This power has no effect on a target with 0 Hit Points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this power.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose c⁠hallenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a Challenge rating). The target’s game statistics⁠, including mental Ability Scores, are replaced by the statistics⁠ of the new form. It retains its Alignment and personality.

The target assumes the hit points⁠ of its new form, and when it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 hit points⁠, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points⁠, it isn’t knocked Unconscious.

The creature is limited in the Actions it can perform by the nature⁠ of its new form, and it can’t speak, cast Powers, or take any other action that requires hands or speech⁠, unless its new form is capable of such Actions.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s Challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s Statistics and resolves all of its Actions and Movement.

If the power becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics⁠ become those of the object, and the creature has no memory of time spent in this form, after the power ends and it returns to its normal form.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of mercury, a dollop of gum arabic, and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-3.jpg","effects":[]} +{"_id":"QbTxN5dWIbYZ4jLU","name":"Chain Lightning","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Higher Levels. When you cast this power using a power slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-1.jpg","effects":[]} {"_id":"Qf6CAZkc7ms4ZY3e","name":"Goodberry","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this power.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A spring of mistletoe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-1.jpg","effects":[]} {"_id":"QvGcdRUSNRKEQJlK","name":"Stone Shape","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Soft clay, which must be worked into roughly the desired shape of the stone object","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-sky-3.jpg","effects":[]} {"_id":"ReMbjfeOKoSj3O79","name":"Stoneskin","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power turns the flesh of a willing creature you touch as hard as stone. Until the power ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Diamond dust worth 100 gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[]} -{"_id":"RpKjTlYASrfqUPVA","name":"Cone of Cold","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this power becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]} -{"_id":"RvEqsD89Zvd5yex4","name":"Arcanist's Magic Aura","permission":{"default":0},"type":"power","data":{"description":{"value":"

You place an Illusion on a creature or an object you touch so that Divination Powers reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

\n

When you cast the power, choose one or both of the following Effects. The effect lasts for the Duration. If you cast this power on the same creature or object every day for 30 days, placing the same effect on it each time, the i⁠llusion lasts until it is dipowered.

\n

False Aura. You change the way the target appears to Powers and magical Effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

\n

Mask. You change the way the target appears to Powers and magical Effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym⁠bol power. You choose a creature type and other Powers and magical Effects treat the target as if it were a creature of that type or of that Alignment.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small square of silk","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-2.jpg","effects":[]} -{"_id":"S7VbUetIfVT7B6Eq","name":"Darkness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]} -{"_id":"SAj03P2WBDiWu7zu","name":"Faithful Hound","permission":{"default":0},"type":"power","data":{"description":{"value":"

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the Duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

\n

The hound is Invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this power, the hound starts barking loudly. The hound sees invisib⁠le creatures and can see into the Ethereal Plane. It ignores illusions.

\n

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s Attack bonus is equal to your Powercasting ability modifier + your Proficiency Bonus. On a hit, it deals 4d8 piercing damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny silver whistle, a piece of bone, and a thread","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-eerie-3.jpg","effects":[]} -{"_id":"SLxA9QhrggTz0taU","name":"Hallow","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the power fails if the radius includes an area already under the effect a hallow power. The affected area is subject to the following Effects.

\n

First, Celestials, Elementals, fey, Fiends, and Undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer ch⁠armed, frighte⁠ned, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

\n

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these Effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or Trolls. When a creature that would be affected enters the power’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

\n
    \n
  • Courage. Affected creatures can’t be Frightened while in the area.
  • \n
  • Darkness. Dark⁠ness fills the area. Normal light, as well as magical light created by Powers of a lower level than the slot you used to cast this power, can’t illuminate the area.
  • \n
  • Daylight. Bright light fills the area. Magical darkn⁠ess created by Powers of a lower level than the slot you used to cast this power can’t extinguish the light.
  • \n
  • Energy Protection. Affected creatures in the area have Resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  • \n
  • Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  • \n
  • Everlasting Rest. Dead bodies interred in the area can’t be turned into Undead.
  • \n
  • Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.
  • \n
  • Fear. Affected creatures are Frightened while in the area.
  • \n
  • Silence. No sound can emanate from within the area, and no sound can reach into it.
  • \n
  • Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a Common language.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"hour","cost":24,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Herbs, oils, and incense worth at least 1000gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-3.jpg","effects":[]} +{"_id":"RpKjTlYASrfqUPVA","name":"Cone of Cold","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this power becomes a frozen statue until it thaws.

Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]} +{"_id":"RvEqsD89Zvd5yex4","name":"Arcanist's Magic Aura","permission":{"default":0},"type":"power","data":{"description":{"value":"

You place an Illusion on a creature or an object you touch so that Divination Powers reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the power, choose one or both of the following Effects. The effect lasts for the Duration. If you cast this power on the same creature or object every day for 30 days, placing the same effect on it each time, the i⁠llusion lasts until it is dipowered.

False Aura. You change the way the target appears to Powers and magical Effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to Powers and magical Effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym⁠bol power. You choose a creature type and other Powers and magical Effects treat the target as if it were a creature of that type or of that Alignment.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small square of silk","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-2.jpg","effects":[]} +{"_id":"S7VbUetIfVT7B6Eq","name":"Darkness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]} +{"_id":"SAj03P2WBDiWu7zu","name":"Faithful Hound","permission":{"default":0},"type":"power","data":{"description":{"value":"

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the Duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is Invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this power, the hound starts barking loudly. The hound sees invisib⁠le creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s Attack bonus is equal to your Powercasting ability modifier + your Proficiency Bonus. On a hit, it deals 4d8 piercing damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny silver whistle, a piece of bone, and a thread","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-eerie-3.jpg","effects":[]} +{"_id":"SLxA9QhrggTz0taU","name":"Hallow","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the power fails if the radius includes an area already under the effect a hallow power. The affected area is subject to the following Effects.

First, Celestials, Elementals, fey, Fiends, and Undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer ch⁠armed, frighte⁠ned, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these Effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or Trolls. When a creature that would be affected enters the power’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

\n
    \n
  • Courage. Affected creatures can’t be Frightened while in the area.
  • \n
  • Darkness. Dark⁠ness fills the area. Normal light, as well as magical light created by Powers of a lower level than the slot you used to cast this power, can’t illuminate the area.
  • \n
  • Daylight. Bright light fills the area. Magical darkn⁠ess created by Powers of a lower level than the slot you used to cast this power can’t extinguish the light.
  • \n
  • Energy Protection. Affected creatures in the area have Resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  • \n
  • Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  • \n
  • Everlasting Rest. Dead bodies interred in the area can’t be turned into Undead.
  • \n
  • Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.
  • \n
  • Fear. Affected creatures are Frightened while in the area.
  • \n
  • Silence. No sound can emanate from within the area, and no sound can reach into it.
  • \n
  • Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a Common language.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"hour","cost":24,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Herbs, oils, and incense worth at least 1000gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-3.jpg","effects":[]} {"_id":"SbSvZKkJASyk8jKo","name":"Druidcraft","permission":{"default":0},"type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n
    \n
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, Falling snowflakes for snow, and so on. This effect persists for 1 round.
  • \n
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • \n
  • You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • \n
  • You instantly light or snuff out a Candle, a torch, or a small campfire.
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]} -{"_id":"Sgjrf8qqv97CCWM4","name":"Magic Weapon","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a nonmagical weapon. Until the power ends, that weapon becomes a magic weapon with a +1 bonus to Attack rolls and Damage Rolls.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the bonus increases to +2. When you use a power slot of 6th level or higher, the bonus increases to +3.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-blue-2.jpg","effects":[]} -{"_id":"SgrEKiC6dAtvy6Pz","name":"Instant Summons","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The power leaves an Invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this power, you must use a different sapphire.

\n

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the power ends.

\n

If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

\n

Dispel Magic or a similar effect successfully applied to the sapphire ends this power’s effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A sapphire worth 1000gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-2.jpg","effects":[]} +{"_id":"Sgjrf8qqv97CCWM4","name":"Magic Weapon","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a nonmagical weapon. Until the power ends, that weapon becomes a magic weapon with a +1 bonus to Attack rolls and Damage Rolls.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the bonus increases to +2. When you use a power slot of 6th level or higher, the bonus increases to +3.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-blue-2.jpg","effects":[]} +{"_id":"SgrEKiC6dAtvy6Pz","name":"Instant Summons","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The power leaves an Invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this power, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the power ends.

If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ends this power’s effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A sapphire worth 1000gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-2.jpg","effects":[]} {"_id":"SleYkHovQ8NagmeV","name":"Locate Object","permission":{"default":0},"type":"power","data":{"description":{"value":"

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The power can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the power can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This power can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A forked twig","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-royal-2.jpg","effects":[]} -{"_id":"Szvk5FEVQW3uhJi5","name":"Haste","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity Saving Throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take Actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A shaving of licorice root","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-royal-2.jpg","effects":[]} +{"_id":"Szvk5FEVQW3uhJi5","name":"Haste","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity Saving Throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action.

When the power ends, the target can’t move or take Actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A shaving of licorice root","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-royal-2.jpg","effects":[]} {"_id":"T1vpZLam7LezjToj","name":"Divine Word","permission":{"default":0},"type":"power","data":{"description":{"value":"

You utter a divine word, imbued with the power that shaped the world at the dawn of Creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n
    \n
  • 50 Hit Points or fewer: Deafened for 1 minute
  • \n
  • 40 Hit Points or fewer: Deafened and Blinded for 10 minutes
  • \n
  • 30 Hit Points or fewer: Blinded, Deafened, and Stunned for 1 Hour
  • \n
  • 20 Hit Points or fewer: killed instantly
  • \n
\n

Regardless of its current Hit Points, a Celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of Origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish power.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"value":"","scaling":"power"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-royal-3.jpg","effects":[]} -{"_id":"TIoadMIsUKD4edXi","name":"Astral Projection","permission":{"default":0},"type":"power","data":{"description":{"value":"

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the power fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

\n

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

\n

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this power, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

\n

The power ends for you and your companions when you use your action to dismiss it. When the power ends, the affected creature returns to its physical body, and it awakens.

\n

The power might also end early for you or one of your companions. A successful dispel magic power used against an astral or physical body ends the power for that creature. If a creature's original body or its astral form drops to 0 hit points, the power ends for that creature. If the power ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

\n

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":9,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"For each creature you affect with this power, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the power consumes","consumed":true,"cost":1100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-3.jpg","effects":[]} -{"_id":"TfRzwEgBHHkCc6Ql","name":"Irresistible Dance","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures taht can't be charmed are immune to this power.

\n

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this power, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the power ends.

","chat":"","unidentified":""},"source":"PGB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":6,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]} -{"_id":"TgHsuhNasPbhu8MO","name":"Guardian of Faith","permission":{"default":0},"type":"power","data":{"description":{"value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

\n

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-3.jpg","effects":[]} -{"_id":"TkJ8Wtg1L7TZtspm","name":"Dispel Evil and Good","permission":{"default":0},"type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"power"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]} +{"_id":"TIoadMIsUKD4edXi","name":"Astral Projection","permission":{"default":0},"type":"power","data":{"description":{"value":"

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the power fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this power, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The power ends for you and your companions when you use your action to dismiss it. When the power ends, the affected creature returns to its physical body, and it awakens.

The power might also end early for you or one of your companions. A successful dispel magic power used against an astral or physical body ends the power for that creature. If a creature's original body or its astral form drops to 0 hit points, the power ends for that creature. If the power ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":9,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"For each creature you affect with this power, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the power consumes","consumed":true,"cost":1100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-3.jpg","effects":[]} +{"_id":"TfRzwEgBHHkCc6Ql","name":"Irresistible Dance","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures taht can't be charmed are immune to this power.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this power, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the power ends.

","chat":"","unidentified":""},"source":"PGB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":6,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]} +{"_id":"TgHsuhNasPbhu8MO","name":"Guardian of Faith","permission":{"default":0},"type":"power","data":{"description":{"value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-3.jpg","effects":[]} +{"_id":"TkJ8Wtg1L7TZtspm","name":"Dispel Evil and Good","permission":{"default":0},"type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

You can end the power early by using either of the following spe⁠cial functions.

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"power"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]} {"_id":"TwlD4PLcltv7Xh7j","name":"Stinking Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A rotten egg or several skunk cabbage leaves","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]} {"_id":"UDUnlfPsOAbq2RSE","name":"Blur","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]} {"_id":"UJJu9c2UvCzVljiP","name":"Web","permission":{"default":0},"type":"power","data":{"description":{"value":"

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are difficult terrain and lightly obscure their area.

\n

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the power ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

\n

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.

\n

A creature Restrained by the webs can use its action to make a Strength check against your power save DC. If it succeeds, it is no longer Restrained.

\n

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","fire"]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of spiderweb","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-spirit-3.jpg","effects":[]} -{"_id":"UfHQhA54M4323gVO","name":"Vampiric Touch","permission":{"default":0},"type":"power","data":{"description":{"value":"

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee power attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the power ends, you can make the attack again on each of your turns as an action.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-sky-2.jpg","effects":[]} -{"_id":"Utk1OQRwYkMkFRD3","name":"Mage Hand","permission":{"default":0},"type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]} +{"_id":"UfHQhA54M4323gVO","name":"Vampiric Touch","permission":{"default":0},"type":"power","data":{"description":{"value":"

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee power attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the power ends, you can make the attack again on each of your turns as an action.

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-sky-2.jpg","effects":[]} +{"_id":"Utk1OQRwYkMkFRD3","name":"Mage Hand","permission":{"default":0},"type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]} {"_id":"VtCXMdyM6mAdIJZb","name":"Death Ward","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends.

If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-eerie-2.jpg","effects":[]} {"_id":"VzgFzcmocr1X1cp4","name":"Shillelagh","permission":{"default":0},"type":"power","data":{"description":{"value":"

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your powercasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The power ends if you cast it again or if you let go of the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-jade-1.jpg","effects":[]} {"_id":"W4Qx5z0id6da0vqg","name":"Legend Lore","permission":{"default":0},"type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. The power brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the power might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Incense worth at least 250gp, which the power consumes, and four ivory strips worth at least 50gp each.","consumed":true,"cost":450,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-2.jpg","effects":[]} -{"_id":"WN2LWEljYU6QqnRH","name":"Ice Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]} -{"_id":"WTbOQBsarsL1LuXJ","name":"Thunderwave","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]} -{"_id":"WahI41a3goVUg0x1","name":"Enlarge/Reduce","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cause a creature or an object you can see within range to grow larger or smaller for the Duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the power has no effect.

\n

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

\n

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the power ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target’s Weapons also grow to match its new size. While these Weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

\n

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the power ends, the target also has disadvantage on Strength Checks and Strength Saving Throws. The target’s Weapons also shrink to match its new size. While these Weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]} +{"_id":"WN2LWEljYU6QqnRH","name":"Ice Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-3.jpg","effects":[]} +{"_id":"WTbOQBsarsL1LuXJ","name":"Thunderwave","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]} +{"_id":"WahI41a3goVUg0x1","name":"Enlarge/Reduce","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cause a creature or an object you can see within range to grow larger or smaller for the Duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the power has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the power ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target’s Weapons also grow to match its new size. While these Weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the power ends, the target also has disadvantage on Strength Checks and Strength Saving Throws. The target’s Weapons also shrink to match its new size. While these Weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]} {"_id":"Wl2vtJ4hCt2tpWfR","name":"Weird","permission":{"default":0},"type":"power","data":{"description":{"value":"

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere⁠ centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes Frightened for the Duration. The illusion⁠ calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the Frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":9,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-acid-3.jpg","effects":[]} -{"_id":"WmQpxfjZwF3MGUby","name":"Globe of Invulnerability","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

\n

Any power of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the power is cast using a higher level power slot. Such a power can target creatures and Objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Powers.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the barrier blocks Powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glass or crystal bead that shatters when the power ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-3.jpg","effects":[]} +{"_id":"WmQpxfjZwF3MGUby","name":"Globe of Invulnerability","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

Any power of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the power is cast using a higher level power slot. Such a power can target creatures and Objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Powers.

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the barrier blocks Powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glass or crystal bead that shatters when the power ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-blue-3.jpg","effects":[]} {"_id":"WzvJ7G3cqvIubsLk","name":"Greater Restoration","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

\n
    \n
  • One effect that Charmed or Petrified the target
  • \n
  • One curse, including the target’s Attunement to a cursed magic item
  • \n
  • Any reduction to one of the target’s Ability Scores
  • \n
  • One effect reducing the target’s hit point maximum
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]} -{"_id":"X3DrXgxjwI2dvkD6","name":"Wall of Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, selected by you when you cast this power, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small piece of phosphorous","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]} -{"_id":"X4c8xCkmF8U9HUMz","name":"Mirror Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the power, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the power, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The power ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]} -{"_id":"X8w9EzYLGc4vQ1H2","name":"Animal Messenger","permission":{"default":0},"type":"power","data":{"description":{"value":"

By means of this power, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the power toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

\n

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the power ends, the message is lost, and the beast makes its way back to where you cast this power.

\n

At Higher Levels. If you cast this power using a power slot of 3rd level or higher, the duration of the power increases by 48 hours for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]} -{"_id":"XT7nzJmVGgv73uaf","name":"Conjure Celestial","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the power ends.

\n

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

\n

Higher Levels. When you cast this power using a 9th-level power slot, you summon a celestial of challenge rating 5 or lower.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]} -{"_id":"XXUDGFELgoskdOD0","name":"Fear","permission":{"default":0},"type":"power","data":{"description":{"value":"

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the duration.

\n

While Frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A white feather or the heart of a hen.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-eerie-2.jpg","effects":[]} +{"_id":"X3DrXgxjwI2dvkD6","name":"Wall of Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this power, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small piece of phosphorous","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]} +{"_id":"X4c8xCkmF8U9HUMz","name":"Mirror Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the power, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

Whenever a creature is targeting you with an attack during the duration of the power, roll 1d20 to determine if the attack does not target rather one of your duplicates.

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The power ends if the three duplicates are destroyed.

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]} +{"_id":"X8w9EzYLGc4vQ1H2","name":"Animal Messenger","permission":{"default":0},"type":"power","data":{"description":{"value":"

By means of this power, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the power toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the power ends, the message is lost, and the beast makes its way back to where you cast this power.

At Higher Levels. If you cast this power using a power slot of 3rd level or higher, the duration of the power increases by 48 hours for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]} +{"_id":"XT7nzJmVGgv73uaf","name":"Conjure Celestial","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the power ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

Higher Levels. When you cast this power using a 9th-level power slot, you summon a celestial of challenge rating 5 or lower.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]} +{"_id":"XXUDGFELgoskdOD0","name":"Fear","permission":{"default":0},"type":"power","data":{"description":{"value":"

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the duration.

While Frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A white feather or the heart of a hen.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-eerie-2.jpg","effects":[]} {"_id":"XZhdgVK3cLoxNCQl","name":"Remove Curse","permission":{"default":0},"type":"power","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the power breaks its owner’s Attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-2.jpg","effects":[]} -{"_id":"XbwGq5kDJNvAxNXV","name":"Gate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the Duration.

\n

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

\n

Deities and other planar rulers can prevent portals created by this power from opening in their presence or anywhere within their domains.

\n

When you cast this power, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no spec⁠ial power over the creature, and it is free to act as the DM deems appropriate. It might leave, Attack you, or help you.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A diamond at least worth 5000gp","consumed":false,"cost":5000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]} +{"_id":"XbwGq5kDJNvAxNXV","name":"Gate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the Duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this power from opening in their presence or anywhere within their domains.

When you cast this power, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no spec⁠ial power over the creature, and it is free to act as the DM deems appropriate. It might leave, Attack you, or help you.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A diamond at least worth 5000gp","consumed":false,"cost":5000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]} {"_id":"XqzXSKNR75ZdYTA9","name":"Divination","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The power doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional powers or the loss or gain of a companion.

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a sacrificial offering appropiate to your religion, together worth at least 25gp, which the power consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-2.jpg","effects":[]} -{"_id":"XvbiNhNqXXIFisIy","name":"Shocking Grasp","permission":{"default":0},"type":"power","data":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee power attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-1.jpg","effects":[]} +{"_id":"XvbiNhNqXXIFisIy","name":"Shocking Grasp","permission":{"default":0},"type":"power","data":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee power attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-blue-1.jpg","effects":[]} {"_id":"XzkJpE6XpZfKjODD","name":"True Seeing","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the power","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]} {"_id":"Y6oItIuhOJZ0i0FC","name":"Mass Heal","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flood of Healing energy flows from you into injured creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all Diseases and any effect making them Blinded or Deafened. This power has no effect on Undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["700","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-3.jpg","effects":[]} -{"_id":"Y7uWUO4yqUN0JKl0","name":"Forcecage","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any Powers cast into or out from the area.

\n

When you cast the power, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the power or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

\n

This power can’t be dipowered by Dispel Magic.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"power"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Ruby dust worth 1500gp","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-3.jpg","effects":[]} +{"_id":"Y7uWUO4yqUN0JKl0","name":"Forcecage","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any Powers cast into or out from the area.

When you cast the power, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the power or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This power can’t be dipowered by Dispel Magic.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"power"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Ruby dust worth 1500gp","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-3.jpg","effects":[]} {"_id":"YBda6nLKjxdT1LbS","name":"Water Walk","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the power carries the target to the surface of the liquid at a rate of 60 feet per round.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A piece of cork","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/blue_20.jpg","effects":[]} {"_id":"YWtwzp6ZnQJMEmVW","name":"Plant Growth","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power channels vitality into plants within a specific area. There are two possible uses for the power, granting either immediate or long-term benefits.

If you cast this power using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the power's area from being affected.

If you cast this power over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-2.jpg","effects":[]} -{"_id":"Z9p1vezIn95jw1Yw","name":"Eldritch Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 force damage.

\n

The power creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-eerie-1.jpg","effects":[]} -{"_id":"ZPd73HtKF3At11jh","name":"Control Weather","permission":{"default":0},"type":"power","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]} +{"_id":"Z9p1vezIn95jw1Yw","name":"Eldritch Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 force damage.

The power creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-eerie-1.jpg","effects":[]} +{"_id":"ZPd73HtKF3At11jh","name":"Control Weather","permission":{"default":0},"type":"power","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]} {"_id":"ZRqu3Xh9FmlBCZGy","name":"Eyebite","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the power’s Duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following Effects of your choice for the Duration. On each of your turns until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

\n
    \n
  • Asleep. The target falls Unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
  • \n
  • Panicked. The target is Frightened of you. On each of its turns, the frigh⁠tened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
  • \n
  • Sickened. The target has disadvantage on Attack rolls and Ability Checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends
  • \n
","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-3.jpg","effects":[]} {"_id":"ZU9d6woBdUP8pIPt","name":"Beacon of Hope","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-3.jpg","effects":[]} -{"_id":"ZVnL9L8v1KC9TBF4","name":"Imprisonment","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the power; if it succeeds, it is immune to this power if you cast it again. While affected by this power, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination Powers can’t locate or perceive the target.

\n

When you cast the power, you choose one of the following forms of imprisonment.

\n

Burial. The target is entombed far beneath the earth in a Sphere of magical force that is just large enough to contain the target. Nothing can pass through the sph⁠ere, nor can any creature Teleport or use Planar Travel to get into or out of it. The spec⁠ia⁠l component for this version of the power is a small mithral orb.

\n

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is Restrained until the power ends, and it can’t move or be moved by any means until then. The speci⁠al component for this version of the power is a fine chain of precious metal.

\n

Hedged Prison. The power transports the target into a tiny Demiplane that is warded against teleportation and Planar Travel. The Demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The speci⁠al component for this version of the power is a miniature representation of the prison made from jade.

\n

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or Planar Travel. The gemstone can’t be cut or broken while the power remains in effect. The s⁠pec⁠ial component for this version of the power is a large, transparent gemstone, such as a corundum, diamond, or ruby.

\n

Slumber. The target falls asleep and can’t be awoken. The specia⁠l component for this version of the power consists of rare soporific herbs.

\n

Ending the Power. During the casting of the power, in any of its versions, you can specify a condition that will cause the power to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The Conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable Actions or qualities and not based on intangibles such as level, class, or Hit Points.

\n

A Dispel Magic power can end the power only if it is cast as a 9th-level power, targeting either the prison or the spe⁠cial component used to create it.

\n

You can use a particular spec⁠ial component to create only one prison at a time. If you cast the power again using the same component, the target of the first casting is immediately freed from its binding.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the power you choose, worth at least 500 gp per Hit Die of the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-3.jpg","effects":[]} +{"_id":"ZVnL9L8v1KC9TBF4","name":"Imprisonment","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the power; if it succeeds, it is immune to this power if you cast it again. While affected by this power, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination Powers can’t locate or perceive the target.

When you cast the power, you choose one of the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a Sphere of magical force that is just large enough to contain the target. Nothing can pass through the sph⁠ere, nor can any creature Teleport or use Planar Travel to get into or out of it. The spec⁠ia⁠l component for this version of the power is a small mithral orb.

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is Restrained until the power ends, and it can’t move or be moved by any means until then. The speci⁠al component for this version of the power is a fine chain of precious metal.

Hedged Prison. The power transports the target into a tiny Demiplane that is warded against teleportation and Planar Travel. The Demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The speci⁠al component for this version of the power is a miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or Planar Travel. The gemstone can’t be cut or broken while the power remains in effect. The s⁠pec⁠ial component for this version of the power is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber. The target falls asleep and can’t be awoken. The specia⁠l component for this version of the power consists of rare soporific herbs.

Ending the Power. During the casting of the power, in any of its versions, you can specify a condition that will cause the power to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The Conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable Actions or qualities and not based on intangibles such as level, class, or Hit Points.

A Dispel Magic power can end the power only if it is cast as a 9th-level power, targeting either the prison or the spe⁠cial component used to create it.

You can use a particular spec⁠ial component to create only one prison at a time. If you cast the power again using the same component, the target of the first casting is immediately freed from its binding.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the power you choose, worth at least 500 gp per Hit Die of the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-3.jpg","effects":[]} {"_id":"ZrTc23tToJ0JpH2h","name":"Jump","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. The creature's jump distance is tripled until the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A grasshopper's hind leg","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-2.jpg","effects":[]} -{"_id":"a2KJHCIbY5Mi4Dmn","name":"Arcane Hand","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the power’s Duration, and it moves at your comma⁠nd, mimicking the movements of your own hand.

\n

The hand is an object that has AC 20 and Hit Points equal to your hit point maximum. If it drops to 0 Hit Points, the power ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

\n

When you cast the power and as a Bonus Action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following Effects with it.

\n

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee power Attack for the hand using your game Statistics. On a hit, the target takes 4d8 force damage.

\n

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your Powercasting ability modifier. The hand moves with the target to remain within 5 feet of it.

\n

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is Grappling the target, you can use a Bonus Action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your Powercasting ability modifier.

\n

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different com⁠mand. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Stre⁠ngth score. If its Str⁠ength score is higher than the hand’s Str⁠ength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","force"]],"versatile":"2d6","value":""},"formula":"1d20+8","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eggshell and a snakeskin glove","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-eerie-3.jpg","effects":[]} -{"_id":"a3XtAO5n2GrqiAh5","name":"Create or Destroy Water","permission":{"default":0},"type":"power","data":{"description":{"value":"

You either create or destroy water.

\n

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

\n

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-2.jpg","effects":[]} +{"_id":"a2KJHCIbY5Mi4Dmn","name":"Arcane Hand","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the power’s Duration, and it moves at your comma⁠nd, mimicking the movements of your own hand.

The hand is an object that has AC 20 and Hit Points equal to your hit point maximum. If it drops to 0 Hit Points, the power ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the power and as a Bonus Action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following Effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee power Attack for the hand using your game Statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your Powercasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is Grappling the target, you can use a Bonus Action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your Powercasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different com⁠mand. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Stre⁠ngth score. If its Str⁠ength score is higher than the hand’s Str⁠ength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","force"]],"versatile":"2d6","value":""},"formula":"1d20+8","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eggshell and a snakeskin glove","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-eerie-3.jpg","effects":[]} +{"_id":"a3XtAO5n2GrqiAh5","name":"Create or Destroy Water","permission":{"default":0},"type":"power","data":{"description":{"value":"

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-2.jpg","effects":[]} {"_id":"aL1F8fvYLtNzUbKu","name":"Speak with Animals","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]} {"_id":"aU62xVUBYkAQWIHv","name":"Nondetection","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical Scrying sensors.

","chat":"","unidentified":""},"source":"PHB pg. 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of diamond dust worth 25 gp sprinkled over the target, which the power consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]} {"_id":"ap4dmtshjEbwU3Ts","name":"Rope Trick","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the power ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and powers can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Powdered corn extract and a twisted loop of parchment","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-spirit-1.jpg","effects":[]} -{"_id":"arzCrMRgcNiQuh43","name":"Command","permission":{"default":0},"type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]} -{"_id":"avD5XUtkBPQQR97c","name":"Fire Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the power early by using an action to dismiss it.

\n

The flames provide you with a warm shi⁠eld or a chill sh⁠ield, as you choose. The warm shi⁠eld grants you Resistance to cold damage, and the chill shi⁠eld grants you resist⁠ance to fire damage.

\n

In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the shiel⁠d erupts with flame. The attacker takes 2d8 fire damage from a warm shie⁠ld, or 2d8 cold damage from a cold sh⁠ield.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-red-3.jpg","effects":[]} -{"_id":"bA2sk9eMKBeY7EPD","name":"Programmed Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an Illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The i⁠llusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the i⁠llusion behaves and what sounds it makes. This scripted Performance can last up to 5 minutes.

\n

When the condition you specify occurs, the i⁠llusion springs into existence and performs in the manner you described. Once the i⁠llusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the i⁠llusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible Conditions that occur within 30 feet of the area. For example, you could create an i⁠llusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the i⁠llusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece and jade dust worth at least 25gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-3.jpg","effects":[]} -{"_id":"bV3yun6MIuFj71Er","name":"Moonbeam","permission":{"default":0},"type":"power","data":{"description":{"value":"

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the power ends, dim light fills the cylind⁠er.

\n

When a creature enters the power’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

\n

A Shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the power’s light.

\n

On each of your turns after you cast this power, you can use an action to move the beam up to 60 feet in any direction.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cylinder"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Several seeds of any moonseed plant and a piece of opalescent feldspar","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-3.jpg","effects":[]} +{"_id":"arzCrMRgcNiQuh43","name":"Command","permission":{"default":0},"type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]} +{"_id":"avD5XUtkBPQQR97c","name":"Fire Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the power early by using an action to dismiss it.

\n

The flames provide you with a warm shi⁠eld or a chill sh⁠ield, as you choose. The warm shi⁠eld grants you Resistance to cold damage, and the chill shi⁠eld grants you resist⁠ance to fire damage.

\n

In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the shiel⁠d erupts with flame. The attacker takes 2d8 fire damage from a warm shie⁠ld, or 2d8 cold damage from a cold sh⁠ield.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{"core":{"sourceId":"Item.VQMKMnQDw5rzL0zp"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/powers/protect-red-3.jpg","effects":[{"_id":"lVKx8swB08jm6IFE","flags":{},"changes":[{"key":"data.traits.dr.value","value":"fire","mode":2}],"disabled":true,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/powers/protect-red-3.jpg","label":"Fire Shield","origin":"Item.OtcTsffCQaOFkr9K","tint":"","transfer":true},{"_id":"UUXwEKSPX4nYfDzo","flags":{},"changes":[{"key":"data.traits.dr.value","value":"cold","mode":2}],"disabled":true,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/powers/protect-blue-3.jpg","label":"Chill Shield","origin":"Item.OtcTsffCQaOFkr9K","tint":"","transfer":true}]} +{"_id":"bA2sk9eMKBeY7EPD","name":"Programmed Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an Illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The i⁠llusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the i⁠llusion behaves and what sounds it makes. This scripted Performance can last up to 5 minutes.

When the condition you specify occurs, the i⁠llusion springs into existence and performs in the manner you described. Once the i⁠llusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the i⁠llusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible Conditions that occur within 30 feet of the area. For example, you could create an i⁠llusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the i⁠llusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece and jade dust worth at least 25gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-3.jpg","effects":[]} +{"_id":"bV3yun6MIuFj71Er","name":"Moonbeam","permission":{"default":0},"type":"power","data":{"description":{"value":"

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the power ends, dim light fills the cylind⁠er.

When a creature enters the power’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A Shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the power’s light.

On each of your turns after you cast this power, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cylinder"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Several seeds of any moonseed plant and a piece of opalescent feldspar","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-3.jpg","effects":[]} {"_id":"bllEWfm9xfEKynhv","name":"Mind Blank","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Powers, and the Charmed condition. The power even foils Wish s⁠pells and Powers or Effects of similar power used to affect the target’s mind or to gain information about the target.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]} -{"_id":"bnjXlk13ZRJuf5d0","name":"Floating Disk","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the Duration, and can hold up to 500 pounds. If more weight is placed on it, the power ends, and everything on the disk falls to the ground.

\n

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

\n

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the power ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A drop of mercury","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-1.jpg","effects":[]} -{"_id":"cYI4RNNjI5GAmLhy","name":"Find the Path","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a Mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the power fails.

\n

For the Duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-2.jpg","effects":[]} -{"_id":"ccduLIvutyNqvkgv","name":"Unseen Servant","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command⁠ until the power ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack⁠. If it drops to 0 hit points⁠, the power ends.

\n

Once on each of your turns as a Bonus Action, you can mentally command⁠ the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending⁠, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command⁠, the servant performs the task to the best of its ability until it completes the task, then waits for your next command⁠.

\n

If you command⁠ the servant to perform a task that would move it more than 60 feet away from you, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A bit of string and of wood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-2.jpg","effects":[]} -{"_id":"cdrYKaFi98YWaBMw","name":"Vicious Mockery","permission":{"default":0},"type":"power","data":{"description":{"value":"

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":0,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]} -{"_id":"cg50KpBkBdPK6vPL","name":"Clairvoyance","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

\n

When you cast the power, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

\n

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing.","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]} -{"_id":"clwv2PWOcT822hlr","name":"Maze","permission":{"default":0},"type":"power","data":{"description":{"value":"

You banish a creature that you can see within range into a labyrinthine Demiplane. The target remains there for the Duration or until it escapes the maze.

\n

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the power ends (a Minotaur or Goristro demon automatically succeeds).

\n

When the power ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-3.jpg","effects":[]} -{"_id":"ctW81uiX56xZR2c5","name":"Ray of Frost","permission":{"default":0},"type":"power","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged power attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-1.jpg","effects":[]} -{"_id":"czXrVRx6XYRWsHAi","name":"Giant Insect","permission":{"default":0},"type":"power","data":{"description":{"value":"

You transform up to ten centipedes, three spiders, five wasps, or one Scorpion within range into giant versions of their natural forms for the Duration. A centipede becomes a Giant Centipede, a Spider becomes a Giant Spider, a wasp becomes a Giant Wasp, and a Scorpion becomes a Giant Scorpion.

\n

Each creature obeys your verbal commands, and in Combat, they act on Your Turn each round. The DM has the Statistics for these creatures and resolves their Actions and Movement.

\n

A creature remains in its giant size for the Duration, until it drops to 0 Hit Points, or until you use an action to dismiss the effect on it.

\n

The DM might allow you to choose different Targets. For example, if you transform a bee, its giant version might have the same Statistics as a Giant Wasp.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"spec","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-orange-2.jpg","effects":[]} -{"_id":"d54VDyFulD9xxY7J","name":"Commune","permission":{"default":0},"type":"power","data":{"description":{"value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-3.jpg","effects":[]} -{"_id":"d9MwcXi7Il3HROXd","name":"Passwall","permission":{"default":0},"type":"power","data":{"description":{"value":"

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

\n

When the opening disappears, any creatures or objects still in the passage created by the power are safely ejected to an unoccupied space nearest to the surface on which you cast the power.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sesame seeds","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} -{"_id":"dEfSELiY1eO3cpX9","name":"Conjure Woodland Beings","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n
    \n
  • One fey creature of challenge rating 2 or lower
  • \n
  • Two fey creatures of challenge rating 1 or lower
  • \n
  • Four fey creatures of challenge rating 1/2 or lower
  • \n
  • Eight fey creatures of challenge rating 1/4 or lower
  • \n
\n

A summoned creature disappears when it drops to 0 hit points or when the power ends.

\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this power using certain higher-level power slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"One holly berry per creature summoned.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-orange-3.jpg","effects":[]} -{"_id":"dLJhxDfeyOsc3zsY","name":"Blade Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-3.jpg","effects":[]} -{"_id":"dSTu1MaPhBqPITwM","name":"Contact Other Plane","permission":{"default":0},"type":"power","data":{"description":{"value":"

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this power, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration power cast on you ends this effect.

\n

On a successful save, you can ask the entity up to five questions. You must ask your questions before the power ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":15,"scaling":"flat"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-3.jpg","effects":[]} -{"_id":"da0a1t2FqaTjRZGT","name":"Freedom of Movement","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Powers and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

\n

The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-spirit-2.jpg","effects":[]} -{"_id":"dhqBY4TvVjxVmOZd","name":"Sleet Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

\n

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the power's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls Prone.

\n

If a creature is concentrating in the power's area, the creature must make a successful Constitution saving throw against your power save DC or lose concentration.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cylinder"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of dust and a few drops of water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-blue-3.jpg","effects":[]} +{"_id":"bnjXlk13ZRJuf5d0","name":"Floating Disk","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the Duration, and can hold up to 500 pounds. If more weight is placed on it, the power ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the power ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A drop of mercury","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-1.jpg","effects":[]} +{"_id":"cYI4RNNjI5GAmLhy","name":"Find the Path","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a Mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the power fails.

For the Duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-jade-2.jpg","effects":[]} +{"_id":"ccduLIvutyNqvkgv","name":"Unseen Servant","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command⁠ until the power ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack⁠. If it drops to 0 hit points⁠, the power ends.

Once on each of your turns as a Bonus Action, you can mentally command⁠ the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending⁠, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command⁠, the servant performs the task to the best of its ability until it completes the task, then waits for your next command⁠.

If you command⁠ the servant to perform a task that would move it more than 60 feet away from you, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A bit of string and of wood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-2.jpg","effects":[]} +{"_id":"cdrYKaFi98YWaBMw","name":"Vicious Mockery","permission":{"default":0},"type":"power","data":{"description":{"value":"

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":0,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/affliction_24.jpg","effects":[]} +{"_id":"cg50KpBkBdPK6vPL","name":"Clairvoyance","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the power, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing.","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-2.jpg","effects":[]} +{"_id":"clwv2PWOcT822hlr","name":"Maze","permission":{"default":0},"type":"power","data":{"description":{"value":"

You banish a creature that you can see within range into a labyrinthine Demiplane. The target remains there for the Duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the power ends (a Minotaur or Goristro demon automatically succeeds).

When the power ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-3.jpg","effects":[]} +{"_id":"ctW81uiX56xZR2c5","name":"Ray of Frost","permission":{"default":0},"type":"power","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged power attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-1.jpg","effects":[]} +{"_id":"czXrVRx6XYRWsHAi","name":"Giant Insect","permission":{"default":0},"type":"power","data":{"description":{"value":"

You transform up to ten centipedes, three spiders, five wasps, or one Scorpion within range into giant versions of their natural forms for the Duration. A centipede becomes a Giant Centipede, a Spider becomes a Giant Spider, a wasp becomes a Giant Wasp, and a Scorpion becomes a Giant Scorpion.

Each creature obeys your verbal commands, and in Combat, they act on Your Turn each round. The DM has the Statistics for these creatures and resolves their Actions and Movement.

A creature remains in its giant size for the Duration, until it drops to 0 Hit Points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different Targets. For example, if you transform a bee, its giant version might have the same Statistics as a Giant Wasp.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"spec","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-orange-2.jpg","effects":[]} +{"_id":"d54VDyFulD9xxY7J","name":"Commune","permission":{"default":0},"type":"power","data":{"description":{"value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-3.jpg","effects":[]} +{"_id":"d9MwcXi7Il3HROXd","name":"Passwall","permission":{"default":0},"type":"power","data":{"description":{"value":"

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the power are safely ejected to an unoccupied space nearest to the surface on which you cast the power.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sesame seeds","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} +{"_id":"dEfSELiY1eO3cpX9","name":"Conjure Woodland Beings","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n
    \n
  • One fey creature of challenge rating 2 or lower
  • \n
  • Two fey creatures of challenge rating 1 or lower
  • \n
  • Four fey creatures of challenge rating 1/2 or lower
  • \n
  • Eight fey creatures of challenge rating 1/4 or lower
  • \n
\n

A summoned creature disappears when it drops to 0 hit points or when the power ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Higher Levels. When you cast this power using certain higher-level power slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"One holly berry per creature summoned.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-orange-3.jpg","effects":[]} +{"_id":"dLJhxDfeyOsc3zsY","name":"Blade Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-3.jpg","effects":[]} +{"_id":"dSTu1MaPhBqPITwM","name":"Contact Other Plane","permission":{"default":0},"type":"power","data":{"description":{"value":"

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this power, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration power cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the power ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":15,"scaling":"flat"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-3.jpg","effects":[]} +{"_id":"da0a1t2FqaTjRZGT","name":"Freedom of Movement","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Powers and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-spirit-2.jpg","effects":[]} +{"_id":"dhqBY4TvVjxVmOZd","name":"Sleet Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the power's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls Prone.

If a creature is concentrating in the power's area, the creature must make a successful Constitution saving throw against your power save DC or lose concentration.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cylinder"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of dust and a few drops of water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-blue-3.jpg","effects":[]} {"_id":"dl8YwvMboBqX2OC4","name":"Resistance","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The power then ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":0,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A miniature clock","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-royal-1.jpg","effects":[]} {"_id":"dmvaMLFWFtv0qx0S","name":"Power Word Kill","permission":{"default":0},"type":"power","data":{"description":{"value":"

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-3.jpg","effects":[]} -{"_id":"dp6xny4v8PDoIGjh","name":"Commune with Nature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the power gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The power doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

\n

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

\n
    \n
  • terrain and bodies of water
  • \n
  • prevalent plants, minerals, animals, or peoples
  • \n
  • powerful celestials, fey, fiends, elementals, or undead
  • \n
  • influence from other planes of existence
  • \n
  • buildings
  • \n
\n

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-2.jpg","effects":[]} -{"_id":"eCPQuQkIabFKTl9u","name":"Produce Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also Attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged power Attack. On a hit, the target takes 1d8 fire damage.

\n

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-orange-2.jpg","effects":[]} -{"_id":"eEpy1ONlXumKS1mp","name":"Dominate Monster","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power with a 9th-level power slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]} +{"_id":"dp6xny4v8PDoIGjh","name":"Commune with Nature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the power gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The power doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

\n
    \n
  • terrain and bodies of water
  • \n
  • prevalent plants, minerals, animals, or peoples
  • \n
  • powerful celestials, fey, fiends, elementals, or undead
  • \n
  • influence from other planes of existence
  • \n
  • buildings
  • \n
\n

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-acid-2.jpg","effects":[]} +{"_id":"eCPQuQkIabFKTl9u","name":"Produce Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

You can also Attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged power Attack. On a hit, the target takes 1d8 fire damage.

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-orange-2.jpg","effects":[]} +{"_id":"eEpy1ONlXumKS1mp","name":"Dominate Monster","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

At Higher Levels. When you cast this power with a 9th-level power slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]} {"_id":"eGMhwmuleAM46C6L","name":"Prismatic Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

\n
    \n
  1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
  2. \n
  3. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
  4. \n
  5. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  6. \n
  7. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
  8. \n
  9. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
  10. \n
  11. Indigo. On a failed save, the target is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the power ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
  12. \n
  13. Violet. On a failed save, the target is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  14. \n
  15. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
  16. \n
","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-royal-3.jpg","effects":[]} -{"_id":"ePhRKHXRE7l1sEoQ","name":"Project Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the Duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The Illusion looks and sounds like you but is intangible. If the i⁠llusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this i⁠llusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On Your Turn as a Bonus Action, you can switch from using its se⁠nses to using your own, or back again. While you are using its sen⁠ses, you are Blinded and Deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an ⁠illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the i⁠llusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":500,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small replica of you made from material worth at least 5gp","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]} +{"_id":"ePhRKHXRE7l1sEoQ","name":"Project Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the Duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The Illusion looks and sounds like you but is intangible. If the i⁠llusion takes any damage, it disappears, and the power ends.

You can use your action to move this i⁠llusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On Your Turn as a Bonus Action, you can switch from using its se⁠nses to using your own, or back again. While you are using its sen⁠ses, you are Blinded and Deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an ⁠illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the i⁠llusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":500,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small replica of you made from material worth at least 5gp","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]} {"_id":"eS7XnnApoxRxYXPs","name":"Charm Person","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]} -{"_id":"ehvmg9U9fcMEhE4z","name":"Call Lightning","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The power fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

\n

When you cast the power, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the power ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

\n

If you are outdoors in stormy conditions when you cast this power, the power gives you control over the existing storm instead of creating a new one. Under such conditions, the power’s damage increases by 1d10.

\n

Higher Levels. When you cast this power using a power slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"cylinder"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","lightning"]],"versatile":"4d10"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lighting-sky-2.jpg","effects":[]} -{"_id":"ej6wyY4G1gOcb1U6","name":"Magic Jar","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the power's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the power) or attempting to possess a humanoids body.

\n

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle power can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

\n

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

\n

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

\n

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own powercasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

\n

If the container is destroyed or the power ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

\n

When the power ends, the container is destroyed.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem, crystal, reliquary, or some other ornamental container worth at least 500gp","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-eerie-3.jpg","effects":[]} -{"_id":"etgcR9wqmrhyZ0tx","name":"Grease","permission":{"default":0},"type":"power","data":{"description":{"value":"

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

\n

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of pork rind or butter","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-1.jpg","effects":[]} +{"_id":"ehvmg9U9fcMEhE4z","name":"Call Lightning","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The power fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the power, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the power ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this power, the power gives you control over the existing storm instead of creating a new one. Under such conditions, the power’s damage increases by 1d10.

Higher Levels. When you cast this power using a power slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"cylinder"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","lightning"]],"versatile":"4d10"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lighting-sky-2.jpg","effects":[]} +{"_id":"ej6wyY4G1gOcb1U6","name":"Magic Jar","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the power's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the power) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle power can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own powercasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the power ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the power ends, the container is destroyed.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem, crystal, reliquary, or some other ornamental container worth at least 500gp","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-eerie-3.jpg","effects":[]} +{"_id":"etgcR9wqmrhyZ0tx","name":"Grease","permission":{"default":0},"type":"power","data":{"description":{"value":"

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of pork rind or butter","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-1.jpg","effects":[]} {"_id":"ew6GA8dJy2spQmFW","name":"Wind Wall","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the Duration.

\n

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

\n

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects⁠ can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows⁠, bolts, and other ordinary projectiles launched at targets⁠ behind the wall are deflected upward and automatically miss. (Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in g⁠aseous form can’t pass through it.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":50,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny fan and a feather of exotic origin","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-3.jpg","effects":[]} -{"_id":"f38w5rd9SgdmWc6F","name":"Mirage Arcane","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

\n

Similarly, you can alter the appearance of structures, or add them where none are present. The power doesn’t disguise, conceal, or add creatures.

\n

The Illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede Movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the power’s area disappears immediately.

\n

Creatures with Truesight can see through the Illusion to the terrain’s true form; however, all other elements of the illu⁠sion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illus⁠ion.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"mi","type":"square"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-blue-3.jpg","effects":[]} -{"_id":"fVbCxFRaORalHB20","name":"Scrying","permission":{"default":0},"type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

\n

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]} -{"_id":"fkREcytuZ8sngWtC","name":"Planar Ally","permission":{"default":0},"type":"power","data":{"description":{"value":"

You beseech an otherworldly entity for aid. The being must be known to you: a god, a Primordial, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this power to request that creature, though you might get a different creature anyway (DM’s choice).

\n

When the creature appears, it is under no Compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its Services.

\n

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or Magic Items to an allied Temple, while a fiend might demand a living sacrifice or a gift of Treasure. Some creatures might exchange their service for a quest undertaken by you.

\n

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the power. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

\n

After the creature completes the task, or when the agreed-upon Duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

\n

A creature enlisted to join your group counts as a member of it, receiving a full share of Experience Points awarded.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} -{"_id":"fzZnVKLmBMo2f5up","name":"Wall of Ice","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the Duration.

\n

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

\n

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points⁠⁠ per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points⁠ destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":"5d6"},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small piece of quartz","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-3.jpg","effects":[]} -{"_id":"g2u9PYfqWQAyg9OI","name":"Poison Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

⁠This power’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-acid-2.jpg","effects":[]} -{"_id":"gMrWeG8fMDPRFiVe","name":"Entangle","permission":{"default":0},"type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]} +{"_id":"f38w5rd9SgdmWc6F","name":"Mirage Arcane","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The power doesn’t disguise, conceal, or add creatures.

The Illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede Movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the power’s area disappears immediately.

Creatures with Truesight can see through the Illusion to the terrain’s true form; however, all other elements of the illu⁠sion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illus⁠ion.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"mi","type":"square"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-blue-3.jpg","effects":[]} +{"_id":"fVbCxFRaORalHB20","name":"Scrying","permission":{"default":0},"type":"power","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this power, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

On a failed save, the power creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]} +{"_id":"fkREcytuZ8sngWtC","name":"Planar Ally","permission":{"default":0},"type":"power","data":{"description":{"value":"

You beseech an otherworldly entity for aid. The being must be known to you: a god, a Primordial, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this power to request that creature, though you might get a different creature anyway (DM’s choice).

When the creature appears, it is under no Compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its Services.

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or Magic Items to an allied Temple, while a fiend might demand a living sacrifice or a gift of Treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the power. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon Duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of Experience Points awarded.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} +{"_id":"fzZnVKLmBMo2f5up","name":"Wall of Ice","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the Duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points⁠⁠ per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points⁠ destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":"5d6"},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small piece of quartz","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-blue-3.jpg","effects":[]} +{"_id":"g2u9PYfqWQAyg9OI","name":"Poison Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

⁠This power’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-acid-2.jpg","effects":[]} +{"_id":"gMrWeG8fMDPRFiVe","name":"Entangle","permission":{"default":0},"type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]} {"_id":"gXtzz9t1DTzJeLr4","name":"Locate Creature","permission":{"default":0},"type":"power","data":{"description":{"value":"

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The power can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph power, this power doesn't locate the creature.

This power can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-royal-3.jpg","effects":[]} -{"_id":"ge3Saet9zPTDyaoL","name":"Heroism","permission":{"default":0},"type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Powercasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining tempora⁠ry hit point⁠s from this power.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-2.jpg","effects":[]} +{"_id":"ge3Saet9zPTDyaoL","name":"Heroism","permission":{"default":0},"type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Powercasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining tempora⁠ry hit point⁠s from this power.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-2.jpg","effects":[]} {"_id":"ghXTfe7sgCbgf1Q8","name":"Detect Magic","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]} {"_id":"gopnZvS0c2jD5FP8","name":"Tongues","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]} -{"_id":"gvdA9nPuWLck4tBl","name":"Sanctuary","permission":{"default":0},"type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]} +{"_id":"gvdA9nPuWLck4tBl","name":"Sanctuary","permission":{"default":0},"type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]} {"_id":"h830iyqParFleNqR","name":"Clone","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the power consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water.","consumed":true,"cost":null,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-2.jpg","effects":[]} -{"_id":"hDOENzjuj5WpLq7B","name":"Animal Friendship","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power's duration. If you or one of your companions harms the target, the power ends.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-2.jpg","effects":[]} +{"_id":"hDOENzjuj5WpLq7B","name":"Animal Friendship","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power's duration. If you or one of your companions harms the target, the power ends.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-2.jpg","effects":[]} {"_id":"hJ6ZiA3fpoY8v9cp","name":"Darkvision","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Either a pinch of dried carrot or an agate","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-1.jpg","effects":[]} -{"_id":"hYCrN82dMJFuJODB","name":"Feeblemind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You blast the mind of a creature that you can see within range, attempting to shat⁠ter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

\n

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast Powers, activate Magic Items, understand language, or communicate in any intelligible way. The creature can, however, ide⁠ntify its frie⁠nds, follow them, and even protect them.

\n

At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends.

\n

The power can also be ended by Greater Restoration, heal, or wish.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of clay, crystal, glass, or mineral spheres","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-3.jpg","effects":[]} -{"_id":"hzK7FQya0BDjSmLE","name":"Sunburst","permission":{"default":0},"type":"power","data":{"description":{"value":"

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is Blinded for 1 minute. On a successful save, it takes half as much damage and isn’t b⁠linded by this power. Undead and oozes have disadvantage on this saving throw.

\n

A creature Blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer b⁠linded.

\n

This power dispels any Darkness in its area that was created by a power.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":8,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Fire and a piece of sunstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-3.jpg","effects":[]} -{"_id":"icZokbgV1jIMpNCv","name":"Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

\n

You can cast this power through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn’t have to follow a straight line and can travel freely around corners or through openings.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]} +{"_id":"hYCrN82dMJFuJODB","name":"Feeblemind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You blast the mind of a creature that you can see within range, attempting to shat⁠ter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast Powers, activate Magic Items, understand language, or communicate in any intelligible way. The creature can, however, ide⁠ntify its frie⁠nds, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends.

The power can also be ended by Greater Restoration, heal, or wish.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of clay, crystal, glass, or mineral spheres","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-3.jpg","effects":[]} +{"_id":"hzK7FQya0BDjSmLE","name":"Sunburst","permission":{"default":0},"type":"power","data":{"description":{"value":"

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is Blinded for 1 minute. On a successful save, it takes half as much damage and isn’t b⁠linded by this power. Undead and oozes have disadvantage on this saving throw.

A creature Blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer b⁠linded.

This power dispels any Darkness in its area that was created by a power.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":8,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Fire and a piece of sunstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-3.jpg","effects":[]} +{"_id":"icZokbgV1jIMpNCv","name":"Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this power through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn’t have to follow a straight line and can travel freely around corners or through openings.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]} {"_id":"j8NtLXOOJ3GAKF8I","name":"Protection from Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-jade-2.jpg","effects":[]} {"_id":"j8S49Rea8b1640Zi","name":"Holy Aura","permission":{"default":0},"type":"power","data":{"description":{"value":"

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this power shed dim light in a 5-foot radius and have advantage on all Saving Throws, and other creatures have disadvantage on Attack rolls against them until the power ends. In addition, when a fiend or an Undead hits an affected creature with a melee atta⁠ck, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be Blinded until the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"value":"","scaling":"power"},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-sky-3.jpg","effects":[]} {"_id":"jZ6JNykRtdQ90MOo","name":"Shield of Faith","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]} -{"_id":"jccbeBIfLrqEZnDP","name":"Simulacrum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the power. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

\n

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended power slots.

\n

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

\n

If you cast this power again, any currently active duplicates you created with this power are instantly destroyed.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"hour","cost":12,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the power","consumed":true,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-royal-3.jpg","effects":[]} +{"_id":"jccbeBIfLrqEZnDP","name":"Simulacrum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the power. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended power slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this power again, any currently active duplicates you created with this power are instantly destroyed.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"hour","cost":12,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the power","consumed":true,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-royal-3.jpg","effects":[]} {"_id":"jhhT9PsHy5A7EojO","name":"Resurrection","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This power neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the power, they afflict the target on its return to life.

This power closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this power to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast powers again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]} -{"_id":"jmfu8zj4zjjzUbeh","name":"Prismatic Wall","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a Sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the Duration. If you position the wall so that it passes through a space occupied by a creature, the power fails, and your action and the power slot are wasted.

\n

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the power can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become Blinded for 1 minute.

\n

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

\n

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the Duration of the power. An Antimagic Field has no effect on the wall, and Dispel Magic works only against the violet layer.

\n
    \n
  1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical Ranged Attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
  2. \n
  3. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical Ranged Attacks can’t pass through the wall. The layer is destroyed by a strong wind.
  4. \n
  5. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
  6. \n
  7. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall power, or another power of equal or greater level that can open a portal on a solid surface, destroys this layer.
  8. \n
  9. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
  10. \n
  11. Indigo. On a failed save, the creature is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the power ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.\n
      \n
    • While this layer is in place, Powers can’t be cast through the wall. The layer is destroyed by bright light shed by a Daylight power or a similar power of equal or higher level.
    • \n
    \n
  12. \n
  13. Violet. On a failed save, the creature is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic power or a similar power of equal or higher level that can end Powers and magical Effects.
  14. \n
","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":90,"units":"ft","type":"wall"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-royal-2.jpg","effects":[]} -{"_id":"kSPRpeIx3w3nihrF","name":"Dream","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power shapes a creature’s dreams. Choose a creature known to you as the target of this power. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this power. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

\n

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the power. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the power, the messenger knows it, and can either end the trance (and the power) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

\n

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

\n

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"power"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-3.jpg","effects":[]} -{"_id":"kjmjY0zlE6IEiQVL","name":"Mending","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This power can physically repair a magic item or construct, but the power can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-1.jpg","effects":[]} -{"_id":"kozNy29b0X6exFhY","name":"Flesh to Stone","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is Restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

\n

A creature Restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the Petrified condition for the Duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your Concentration on this power for the entire possible Duration, the creature is turned to stone until the effect is removed.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of lime, water, and earth","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]} -{"_id":"ksaaTxIbKx2sJfia","name":"Inflict Wounds","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a melee power Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-2.jpg","effects":[]} -{"_id":"l9Ju5KE7bbn3WpTm","name":"Hold Monster","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This power has no effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

At Higher Levels. When you cast this power using a power slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small straight up piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-2.jpg","effects":[]} -{"_id":"lnaGnxMzpYnbw1uU","name":"Creation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this power to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

\n

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

\n
    \n
  • Vegetable matter - 1 day
  • \n
  • Stone or crystal - 12 hours
  • \n
  • Precious metals - 1 hour
  • \n
  • Gems - 10 minutes
  • \n
  • Adamantine or mithral - 1 minute
  • \n
\n

Using any material created by this power as another power’s material component causes that power to fail.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny piece of matter of the same type of the item you plan to create.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-eerie-3.jpg","effects":[]} -{"_id":"mF52ldF79Cr7wfQo","name":"Meteor Swarm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius s⁠phere centered on each point you choose must make a Dexterity saving throw. The s⁠phere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The power damages o⁠bjects in the area and ignites flammable o⁠bjects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":40,"units":"ft","type":"sphere"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20d6","bludgeoning"],["20d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":9,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-3.jpg","effects":[]} +{"_id":"jmfu8zj4zjjzUbeh","name":"Prismatic Wall","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a Sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the Duration. If you position the wall so that it passes through a space occupied by a creature, the power fails, and your action and the power slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the power can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become Blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the Duration of the power. An Antimagic Field has no effect on the wall, and Dispel Magic works only against the violet layer.

\n
    \n
  1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical Ranged Attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
  2. \n
  3. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical Ranged Attacks can’t pass through the wall. The layer is destroyed by a strong wind.
  4. \n
  5. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
  6. \n
  7. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall power, or another power of equal or greater level that can open a portal on a solid surface, destroys this layer.
  8. \n
  9. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
  10. \n
  11. Indigo. On a failed save, the creature is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the power ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.\n
      \n
    • While this layer is in place, Powers can’t be cast through the wall. The layer is destroyed by bright light shed by a Daylight power or a similar power of equal or higher level.
    • \n
    \n
  12. \n
  13. Violet. On a failed save, the creature is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic power or a similar power of equal or higher level that can end Powers and magical Effects.
  14. \n
","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":90,"units":"ft","type":"wall"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-royal-2.jpg","effects":[]} +{"_id":"kSPRpeIx3w3nihrF","name":"Dream","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power shapes a creature’s dreams. Choose a creature known to you as the target of this power. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this power. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the power. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the power, the messenger knows it, and can either end the trance (and the power) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"power"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-3.jpg","effects":[]} +{"_id":"kjmjY0zlE6IEiQVL","name":"Mending","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This power can physically repair a magic item or construct, but the power can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-blue-1.jpg","effects":[]} +{"_id":"kozNy29b0X6exFhY","name":"Flesh to Stone","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is Restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature Restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the Petrified condition for the Duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your Concentration on this power for the entire possible Duration, the creature is turned to stone until the effect is removed.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of lime, water, and earth","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-2.jpg","effects":[]} +{"_id":"ksaaTxIbKx2sJfia","name":"Inflict Wounds","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a melee power Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-2.jpg","effects":[]} +{"_id":"l9Ju5KE7bbn3WpTm","name":"Hold Monster","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This power has no effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

At Higher Levels. When you cast this power using a power slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small straight up piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-fire-2.jpg","effects":[]} +{"_id":"lnaGnxMzpYnbw1uU","name":"Creation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this power to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

\n
    \n
  • Vegetable matter - 1 day
  • \n
  • Stone or crystal - 12 hours
  • \n
  • Precious metals - 1 hour
  • \n
  • Gems - 10 minutes
  • \n
  • Adamantine or mithral - 1 minute
  • \n
\n

Using any material created by this power as another power’s material component causes that power to fail.

Higher Levels. When you cast this power using a power slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny piece of matter of the same type of the item you plan to create.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-eerie-3.jpg","effects":[]} +{"_id":"mF52ldF79Cr7wfQo","name":"Meteor Swarm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius s⁠phere centered on each point you choose must make a Dexterity saving throw. The s⁠phere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The power damages o⁠bjects in the area and ignites flammable o⁠bjects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":40,"units":"ft","type":"sphere"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20d6","bludgeoning"],["20d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":9,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-3.jpg","effects":[]} {"_id":"mGGlcLdggHwcL7MG","name":"True Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight⁠ into the target’s defenses. On your next turn, you gain advantage on your first attack⁠ roll against the target, provided that this power hasn’t ended.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"div","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-sky-1.jpg","effects":[]} -{"_id":"mbFw57uyfLkyiw5k","name":"Seeming","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

\n

The power disguises physical appearance as well as clothing, armor, Weapons, and Equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The power lasts for the Duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature’s outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence  (Investigation) check against your power save DC. If it succeeds, it becomes aware that the target is disguised.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]} -{"_id":"mgFqi0ev8f7Ut19y","name":"Heroes' Feast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You bring forth a great feast, including magnificent food and drink. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial Effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

\n

A creature that partakes of the feast gains several benefits. The creature is cured of all Diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom Saving Throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of Hit Points. These benefits last for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem-encrusted bowl worth at least 1000gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-3.jpg","effects":[]} +{"_id":"mbFw57uyfLkyiw5k","name":"Seeming","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

The power disguises physical appearance as well as clothing, armor, Weapons, and Equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The power lasts for the Duration, unless you use your action to dismiss it sooner.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature’s outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence  (Investigation) check against your power save DC. If it succeeds, it becomes aware that the target is disguised.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]} +{"_id":"mgFqi0ev8f7Ut19y","name":"Heroes' Feast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You bring forth a great feast, including magnificent food and drink. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial Effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all Diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom Saving Throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of Hit Points. These benefits last for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem-encrusted bowl worth at least 1000gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-royal-3.jpg","effects":[]} {"_id":"n4JDcFKe5ikzYmAc","name":"Gentle Repose","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The power also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this power don't count against the time limit of powers such as raise dead.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]} -{"_id":"n9pJzTDsAwQxJVRl","name":"Sacred Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]} -{"_id":"nqBDWkVOfcGZt4YU","name":"Faerie Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-jade-2.jpg","effects":[]} +{"_id":"n9pJzTDsAwQxJVRl","name":"Sacred Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]} +{"_id":"nqBDWkVOfcGZt4YU","name":"Faerie Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fire-arrows-jade-2.jpg","effects":[]} {"_id":"nslx2nT3p4lNkmdp","name":"Major Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]} -{"_id":"o8Dh7fblk1d16tnO","name":"Healing Word","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]} -{"_id":"o9ZCvuD2B1OTcubb","name":"Wall of Force","permission":{"default":0},"type":"power","data":{"description":{"value":"

An invisible⁠ wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting⁠ on a solid surface. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

\n

Nothing can physically pass through the wall. It is immune to all damage and can’t be dipowered by Dispel Magic. A Disintegrate power destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powder made by crushing clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-magenta-3.jpg","effects":[]} +{"_id":"o8Dh7fblk1d16tnO","name":"Healing Word","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your powercasting ability modifier. This power has no effect on undead or constructs.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]} +{"_id":"o9ZCvuD2B1OTcubb","name":"Wall of Force","permission":{"default":0},"type":"power","data":{"description":{"value":"

An invisible⁠ wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting⁠ on a solid surface. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dipowered by Dispel Magic. A Disintegrate power destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powder made by crushing clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-magenta-3.jpg","effects":[]} {"_id":"oIzA2MEHwxhtQneU","name":"Minor Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]} -{"_id":"ohqAIBg6de989CIo","name":"Animal Shapes","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

\n

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast powers.

\n

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-3.jpg","effects":[]} -{"_id":"oyE5nVppa5mde5gT","name":"Animate Dead","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-2.jpg","effects":[]} -{"_id":"pB7XVYwdGNcUG935","name":"Glyph of Warding","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you inscribe a glyph that affects other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this power, the glyph is broken, and the power ends without being triggered.

\n

The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found.

\n

You decide what triggers the glyph when you cast the power. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this power ends.

\n

You can further refine the trigger so the power activates only under certain circumstances or according to Physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

\n

When you inscribe the glyph, choose explosive runes or a power glyph.

\n

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

\n

Power Glyph. You can store a prepared power of 3rd level or lower in the glyph by casting it as part of creating the glyph. The power must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored power is cast. If the power has a target, it Targets the creature that triggered the glyph. If the power affects an area, the area is centered on that creature. If the power summons hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the power requires Concentration, it lasts until the end of its full Duration.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a power glyph, you can store any power of up to the same level as the slot you use for the glyph of warding.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"value":"","scaling":"power"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Incense and powdered diamond worth at least 200gp, which the power consumes","consumed":true,"cost":200,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-2.jpg","effects":[]} -{"_id":"pO4zGe5LmFIYqJiL","name":"Bestow Curse","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

\n

At Higher Levels. If you cast this power using a power slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a power slot of 5th level or higher, the duration is 8 hours. If you use a power slot of 7th level or higher, the duration is 24 hours. If you use a 9th level power slot, the power lasts until it is dipowered. Using a power slot of 5th level or higher grants a duration that doesn't require concentration.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"power"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-fire-2.jpg","effects":[]} +{"_id":"ohqAIBg6de989CIo","name":"Animal Shapes","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast powers.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-3.jpg","effects":[]} +{"_id":"oyE5nVppa5mde5gT","name":"Animate Dead","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/horror-red-2.jpg","effects":[]} +{"_id":"pB7XVYwdGNcUG935","name":"Glyph of Warding","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you inscribe a glyph that affects other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this power, the glyph is broken, and the power ends without being triggered.

The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your power save DC to be found.

You decide what triggers the glyph when you cast the power. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this power ends.

You can further refine the trigger so the power activates only under certain circumstances or according to Physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a power glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Power Glyph. You can store a prepared power of 3rd level or lower in the glyph by casting it as part of creating the glyph. The power must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored power is cast. If the power has a target, it Targets the creature that triggered the glyph. If the power affects an area, the area is centered on that creature. If the power summons hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the power requires Concentration, it lasts until the end of its full Duration.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a power glyph, you can store any power of up to the same level as the slot you use for the glyph of warding.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"value":"","scaling":"power"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Incense and powdered diamond worth at least 200gp, which the power consumes","consumed":true,"cost":200,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-2.jpg","effects":[]} +{"_id":"pO4zGe5LmFIYqJiL","name":"Bestow Curse","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this power using a power slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a power slot of 5th level or higher, the duration is 8 hours. If you use a power slot of 7th level or higher, the duration is 24 hours. If you use a 9th level power slot, the power lasts until it is dipowered. Using a power slot of 5th level or higher grants a duration that doesn't require concentration.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"power"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/haste-fire-2.jpg","effects":[]} {"_id":"pRMvmknwLf2tdMTj","name":"Pass without Trace","permission":{"default":0},"type":"power","data":{"description":{"value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Ashes from a burned leaf of mistletoe and a sprig of spruce","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-air-1.jpg","effects":[]} -{"_id":"pV04y1iXoWiom6bp","name":"Incendiary Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius Sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":8,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]} -{"_id":"pn4SnsFDvYDiE6rC","name":"Magnificent Mansion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You conjure an extradimensional dwelling in range that lasts for the Duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the power can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is Invisible.

\n

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

\n

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent Servants attends all who enter. You decide the visual appearance of these Servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t Attack or take any action that would directly harm another creature. Thus the Servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The Servants can go anywhere in the mansion but can’t leave it. Furnishings and other Objects created by this power dissipate into smoke if removed from the mansion. When the power ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5gp","consumed":false,"cost":15,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]} +{"_id":"pV04y1iXoWiom6bp","name":"Incendiary Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius Sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":8,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-orange-3.jpg","effects":[]} +{"_id":"pn4SnsFDvYDiE6rC","name":"Magnificent Mansion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You conjure an extradimensional dwelling in range that lasts for the Duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the power can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is Invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent Servants attends all who enter. You decide the visual appearance of these Servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t Attack or take any action that would directly harm another creature. Thus the Servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The Servants can go anywhere in the mansion but can’t leave it. Furnishings and other Objects created by this power dissipate into smoke if removed from the mansion. When the power ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5gp","consumed":false,"cost":15,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]} {"_id":"ppWAAEul0QHtm4er","name":"Detect Thoughts","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]} {"_id":"pub0OWVEB71XQx1n","name":"Feather Fall","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small feather or piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-magenta-2.jpg","effects":[]} -{"_id":"pxpb2eOB6bv4phAf","name":"Banishment","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"value":"","scaling":"power"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]} -{"_id":"pybg5MNc3lkerH4Y","name":"Blight","permission":{"default":0},"type":"power","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the power deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-acid-3.jpg","effects":[]} +{"_id":"pxpb2eOB6bv4phAf","name":"Banishment","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this power using a power slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"value":"","scaling":"power"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-eerie-3.jpg","effects":[]} +{"_id":"pybg5MNc3lkerH4Y","name":"Blight","permission":{"default":0},"type":"power","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the power deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-acid-3.jpg","effects":[]} {"_id":"qLeEXZDbW5y4bmLY","name":"True Resurrection","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This power closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The power replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The power can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A sprinkle of holy water and diamonds worth at least 25,000 gp, which the power consumes","consumed":true,"cost":25000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]} -{"_id":"qcYitWoSMTnKkzM1","name":"Heal","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 Hit Points. This power also ends blindness, deafness, and any Diseases affecting the target. This power has no effect on constructs or Undead.

\n

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"10"},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-3.jpg","effects":[]} -{"_id":"r3243JU4AyQJyfX4","name":"Modify Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes Charmed by you for the Duration. The cha⁠rmed target is Incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target’s memories are modified.

\n

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the power ends.

\n

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, Alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

\n

A Remove Curse or Greater Restoration power cast on the target restores the creature’s true memory.

\n

At Higher Levels. If you cast this power using a power slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

","chat":"","unidentified":""},"source":"PHB pg. 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-3.jpg","effects":[]} +{"_id":"qcYitWoSMTnKkzM1","name":"Heal","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 Hit Points. This power also ends blindness, deafness, and any Diseases affecting the target. This power has no effect on constructs or Undead.

At Higher Levels. When you cast this power using a power slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"10"},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-3.jpg","effects":[]} +{"_id":"r3243JU4AyQJyfX4","name":"Modify Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes Charmed by you for the Duration. The cha⁠rmed target is Incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the power ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, Alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A Remove Curse or Greater Restoration power cast on the target restores the creature’s true memory.

At Higher Levels. If you cast this power using a power slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

","chat":"","unidentified":""},"source":"PHB pg. 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-3.jpg","effects":[]} {"_id":"s7nXgot5gGZVcMrv","name":"Transport via Plants","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the Duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of Movement.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":2,"units":"spec","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-3.jpg","effects":[]} -{"_id":"sTIkQK7KuQNOyY0C","name":"Hallucinatory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, Equipment, and creatures within the area aren’t changed in appearance.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Illusion. If the difference isn’t obvious by touch, a creature carefully examining the Illusion can attempt an Intelligence (Investigation) check against your power save DC to disbelieve it. A creature who discerns the Illusion for what it is, sees it as a vague image superimposed on the terrain.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A stone, a twig, and a bit of green plant","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-2.jpg","effects":[]} +{"_id":"sTIkQK7KuQNOyY0C","name":"Hallucinatory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, Equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Illusion. If the difference isn’t obvious by touch, a creature carefully examining the Illusion can attempt an Intelligence (Investigation) check against your power save DC to disbelieve it. A creature who discerns the Illusion for what it is, sees it as a vague image superimposed on the terrain.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A stone, a twig, and a bit of green plant","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-jade-2.jpg","effects":[]} {"_id":"tEpDmYZNGc9f5OhJ","name":"Greater Invisibility","permission":{"default":0},"type":"power","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the power ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-water-air-3.jpg","effects":[]} {"_id":"tMH6Ivn4GmE1naMj","name":"Harm","permission":{"default":0},"type":"power","data":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Hit Points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-magenta-3.jpg","effects":[]} -{"_id":"uAwtVZkiSTyP6ORB","name":"Telepathic Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this power.

\n

Until the power ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Pieces of eggshell from two different kinds of creatures","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-1.jpg","effects":[]} -{"_id":"uCud2s4TjMfjiXUb","name":"Spirit Guardians","permission":{"default":0},"type":"power","data":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-2.jpg","effects":[]} -{"_id":"uUWb1wZgtMou0TVP","name":"Cure Wounds","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]} +{"_id":"uAwtVZkiSTyP6ORB","name":"Telepathic Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this power.

Until the power ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Pieces of eggshell from two different kinds of creatures","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-blue-1.jpg","effects":[]} +{"_id":"uCud2s4TjMfjiXUb","name":"Spirit Guardians","permission":{"default":0},"type":"power","data":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-2.jpg","effects":[]} +{"_id":"uUWb1wZgtMou0TVP","name":"Cure Wounds","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]} {"_id":"udsLtG0BugXHR2JQ","name":"Prestidigitation","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power is a minor magical trick that novice powercasters use for practice. You create one of the following magical effects within range:

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you cast this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]} -{"_id":"vrN18tbTw7io5MWd","name":"Chill Touch","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged power attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

\n

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-1.jpg","effects":[]} -{"_id":"wJKpSvSTbSkTjqyb","name":"Shatter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

A nonmagical object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Higher Levels. When you cast this power using a 3 or higher level power slot, the damage of the power increases by 1d8 for each level of higher power slot 2.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A chip of mica","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-sky-2.jpg","effects":[]} -{"_id":"wXzkqpeFP8eWgJzK","name":"Antilife Shell","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

\n

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast powers or make attacks with ranged or reach weapons through the barrier.

\n

If you move so that an affected creature is forced to pass through the barrier, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-jade-2.jpg","effects":[]} +{"_id":"vrN18tbTw7io5MWd","name":"Chill Touch","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged power attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/ice-blue-1.jpg","effects":[]} +{"_id":"wJKpSvSTbSkTjqyb","name":"Shatter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the power's area.

Higher Levels. When you cast this power using a 3 or higher level power slot, the damage of the power increases by 1d8 for each level of higher power slot 2.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A chip of mica","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-sky-2.jpg","effects":[]} +{"_id":"wXzkqpeFP8eWgJzK","name":"Antilife Shell","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast powers or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-jade-2.jpg","effects":[]} {"_id":"wpx42mtoZ5BmXRs1","name":"Phantom Steed","permission":{"default":0},"type":"power","data":{"description":{"value":"

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the power vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the power ends, the steed gradually fades, giving the rider 1 minute to dismount. The power ends if you use an action to dismiss it or if the steed takes any damage.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-2.jpg","effects":[]} {"_id":"wqfAVANuQonNBgnL","name":"Misty Step","permission":{"default":0},"type":"power","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-air-1.jpg","effects":[]} -{"_id":"wvLbtemkH8gyBpdc","name":"Sequester","permission":{"default":0},"type":"power","data":{"description":{"value":"

By means of this power, a willing creature or an object can be hidden away, safe from detection for the Duration. When you cast the power and touch the target, it becomes Invisible and can’t be targeted by d⁠ivination s⁠pells or perceived through Scrying sensors created by Divination Powers.

\n

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

\n

You can set a condition for the power to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the Tarrasque awakens.” This power also ends if the target takes any damage.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the power consumes","consumed":true,"cost":5000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]} -{"_id":"x5JNBSyIBBZsjcGT","name":"Earthquake","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a seismic disturbance at a point on the ground that you can see within range. For the Duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s Concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional Effects depending on the terrain in the area, as determined by the DM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":8,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of dirt, a piece of rock, and a lump of clay","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-orange-3.jpg","effects":[]} +{"_id":"wvLbtemkH8gyBpdc","name":"Sequester","permission":{"default":0},"type":"power","data":{"description":{"value":"

By means of this power, a willing creature or an object can be hidden away, safe from detection for the Duration. When you cast the power and touch the target, it becomes Invisible and can’t be targeted by d⁠ivination s⁠pells or perceived through Scrying sensors created by Divination Powers.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the power to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the Tarrasque awakens.” This power also ends if the target takes any damage.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the power consumes","consumed":true,"cost":5000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]} +{"_id":"x5JNBSyIBBZsjcGT","name":"Earthquake","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a seismic disturbance at a point on the ground that you can see within range. For the Duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s Concentration is broken.

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This power can have additional Effects depending on the terrain in the area, as determined by the DM.

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":8,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of dirt, a piece of rock, and a lump of clay","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-orange-3.jpg","effects":[]} {"_id":"xNM9CzQQr2CieM4B","name":"Demiplane","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the power ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this power, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this power. Additionally, if you know the nature and contents of a demiplane created by a casting of this power by another creature, you can have the shadowy door connect to its demiplane instead.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"con","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} -{"_id":"xmDBqZhRVrtLP8h2","name":"Protection from Evil and Good","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the power consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]} -{"_id":"y8A4HfTwd93ypdEz","name":"Magic Circle","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylin⁠der intersects with the floor or other surface.

\n

Choose one or more of the following types of creatures: Celestials, Elementals, fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:

\n
    \n
  • The creature can’t willingly enter the c⁠ylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • \n
  • The creature has disadvantage on Attack rolls against Targets within the Cylinder.
  • \n
  • Targets within the c⁠ylinder can’t be Charmed, Frightened, or possessed by the creature.
  • \n
\n

When you cast this power, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cyl⁠inder and protecting targ⁠ets outside it.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the Duration increases by 1 Hour for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"power"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Holy water or powdered silver and iron worth at least 100gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} -{"_id":"yI0XWIgI0IGGsR3R","name":"Move Earth","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the Duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

\n

At the end of every 10 minutes you spend concentrating on the power, you can choose a new area of terrain to affect.

\n

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.

\n

This power can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

\n

Similarly, this power doesn’t directly affect Plant Growth. The moved earth carries any Plants along with it.

","chat":"","unidentified":""},"source":"PHB pg. 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":2,"units":"hour"},"target":{"value":40,"units":"ft","type":"square"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An iron blade and a small bag containing a mixture of soils- clay, loam, and sand","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-orange-3.jpg","effects":[]} -{"_id":"yN3XZZujhR4aVvPa","name":"Conjure Fey","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the power ends.

\n

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this power using a power slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} -{"_id":"yfbK8gZqESlaoY5t","name":"Fly","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]} -{"_id":"yqUDoxk4x0NWG5Bz","name":"Slow","permission":{"default":0},"type":"power","data":{"description":{"value":"

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of molasses.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-2.jpg","effects":[]} -{"_id":"yw0tYQkOMCgKZ8Ur","name":"Guards and Wards","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the Effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these Effects.

\n

Guards and wards creates the following Effects within the warded area.

\n

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock power. In addition, you can cover up to ten doors with an Illusion (equivalent to the illusory object function of the Minor Illusion power) to make them appear as plain sections of wall.

\n

Stairs. Webs fill all stairs in the warded area from top to bottom, as the web power. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

\n

Other Power Effect. You can place your choice of one of the following magical Effects within the warded area of the stronghold.

\n
    \n
  • Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • \n
  • Place Magic Mouth in two locations.
  • \n
  • Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • \n
  • Place a constant Gust of Wind in one corridor or room.
  • \n
  • Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.
  • \n
\n

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and warded structure by casting this power there every day for one year.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10gp","consumed":false,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} -{"_id":"z1mx84ONwkXKUZd7","name":"Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[]} -{"_id":"zMAWdyc8UVb37BK4","name":"Suggestion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]} -{"_id":"zMEo5DKK8uxsuWnq","name":"Reincarnate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the power forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the power fails.

\n

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Race
01-04Dragonborn
05-13Dwarf, hill
14-21Dwarf, mountain
22-25Elf, dark
26-34Elf, high
35-42Elf, wood
43-46Gnome, forest
47-52Gnome, rock
53-56Half-elf
57-60Half-orc
61-68Halfling, lightfoot
69-79Halfling, stout
77-96Human
97-00Tiefling
\n

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its Racial Traits accordingly.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Rare oils and unguents worth at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]} +{"_id":"xmDBqZhRVrtLP8h2","name":"Protection from Evil and Good","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the power consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]} +{"_id":"y8A4HfTwd93ypdEz","name":"Magic Circle","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylin⁠der intersects with the floor or other surface.

Choose one or more of the following types of creatures: Celestials, Elementals, fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:

\n
    \n
  • The creature can’t willingly enter the c⁠ylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • \n
  • The creature has disadvantage on Attack rolls against Targets within the Cylinder.
  • \n
  • Targets within the c⁠ylinder can’t be Charmed, Frightened, or possessed by the creature.
  • \n
\n

When you cast this power, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cyl⁠inder and protecting targ⁠ets outside it.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the Duration increases by 1 Hour for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"power"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Holy water or powdered silver and iron worth at least 100gp, which the power consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} +{"_id":"yI0XWIgI0IGGsR3R","name":"Move Earth","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the Duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the power, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.

This power can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this power doesn’t directly affect Plant Growth. The moved earth carries any Plants along with it.

","chat":"","unidentified":""},"source":"PHB pg. 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":2,"units":"hour"},"target":{"value":40,"units":"ft","type":"square"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An iron blade and a small bag containing a mixture of soils- clay, loam, and sand","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rock-orange-3.jpg","effects":[]} +{"_id":"yN3XZZujhR4aVvPa","name":"Conjure Fey","permission":{"default":0},"type":"power","data":{"description":{"value":"

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the power ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

Higher Levels. When you cast this power using a power slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-blue-3.jpg","effects":[]} +{"_id":"yfbK8gZqESlaoY5t","name":"Fly","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]} +{"_id":"yqUDoxk4x0NWG5Bz","name":"Slow","permission":{"default":0},"type":"power","data":{"description":{"value":"

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this power for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of molasses.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-magenta-2.jpg","effects":[]} +{"_id":"yw0tYQkOMCgKZ8Ur","name":"Guards and Wards","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

When you cast this power, you can specify individuals that are unaffected by any or all of the Effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these Effects.

Guards and wards creates the following Effects within the warded area.

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock power. In addition, you can cover up to ten doors with an Illusion (equivalent to the illusory object function of the Minor Illusion power) to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as the web power. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

Other Power Effect. You can place your choice of one of the following magical Effects within the warded area of the stronghold.

\n
    \n
  • Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • \n
  • Place Magic Mouth in two locations.
  • \n
  • Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • \n
  • Place a constant Gust of Wind in one corridor or room.
  • \n
  • Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.
  • \n
\n

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this power there every day for one year.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10gp","consumed":false,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]} +{"_id":"z1mx84ONwkXKUZd7","name":"Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile power"},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"consume":{"type":"","target":"","amount":null}},"sort":100001,"flags":{"core":{"sourceId":"Item.VQMKMnQDw5rzL0zp"},"exportSource":{"world":"kobold-cauldron","system":"sw5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}},"img":"systems/sw5e/icons/powers/protect-magenta-1.jpg","effects":[{"_id":"6pbotGIvqQkraPva","flags":{},"changes":[{"key":"data.attributes.ac.value","value":5,"mode":2}],"disabled":true,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/icons/powers/protect-magenta-1.jpg","label":"Shield","origin":"Item.FlLKKv7bQBlIAs11","tint":"","transfer":true}]} +{"_id":"zMAWdyc8UVb37BK4","name":"Suggestion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]} +{"_id":"zMEo5DKK8uxsuWnq","name":"Reincarnate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the power forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the power fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Race
01-04Dragonborn
05-13Dwarf, hill
14-21Dwarf, mountain
22-25Elf, dark
26-34Elf, high
35-42Elf, wood
43-46Gnome, forest
47-52Gnome, rock
53-56Half-elf
57-60Half-orc
61-68Halfling, lightfoot
69-79Halfling, stout
77-96Human
97-00Tiefling
\n

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its Racial Traits accordingly.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Rare oils and unguents worth at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]} {"_id":"zPGohqJRir6MyQ3U","name":"Expeditious Retreat","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"power"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-1.jpg","effects":[]} -{"_id":"ztgcdrWPshKRpFd0","name":"Fireball","permission":{"default":0},"type":"power","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-2.jpg","effects":[]} -{"_id":"zwGsAv6kmwzYGhh3","name":"Blindness/Deafness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]} +{"_id":"ztgcdrWPshKRpFd0","name":"Fireball","permission":{"default":0},"type":"power","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"power"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-red-2.jpg","effects":[]} +{"_id":"zwGsAv6kmwzYGhh3","name":"Blindness/Deafness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"power"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-red-2.jpg","effects":[]} diff --git a/packs/tradegoods.db b/packs/tradegoods.db index b31f09c8..b2101a8d 100644 --- a/packs/tradegoods.db +++ b/packs/tradegoods.db @@ -1,10 +1,10 @@ -{"_id":"8SQ7vyE6gevpfJvn","name":"Pepper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Peppercorns are the tiny fruit, or drupe, of the pepper plant, a flowering vine also known as the piper nigrum. Highly prized by chefs for its versaility and can be utilized in a pinch by adventurers when ground down for distractions and shenanigans. 

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/spices.jpg","effects":[]} +{"_id":"8SQ7vyE6gevpfJvn","name":"Pepper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Peppercorns are the tiny fruit, or drupe, of the pepper plant, a flowering vine also known as the piper nigrum. Highly prized by chefs for its versaility and can be utilized in a pinch by adventurers when ground down for distractions and shenanigans.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/spices.jpg","effects":[]} {"_id":"9t5X9HG9ou6YMSdJ","name":"Silver","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Silver has long been appreciated for its unreactive nature and ease with which it can be shaped into the finest of decorations, adornments, and of course used as coin.

\n

Silver is rarely found in its native form in nuggets. Normally it is found mixed with other substances like sulfur or chlorine, in ores, or as an alloy with the likes of gold. Surface silver can be found, but is much more commonly mined underground. Silver mining is lucrative and can inspire silver-rushes.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bar-silver.jpg","effects":[]} {"_id":"CrcfT5jwcJTPTsfQ","name":"Flour","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Grain that has been ground by a miller in the next step along the food chain.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bowl-broth.jpg","effects":[]} {"_id":"Eyl9QYZcM9CYIqbA","name":"Platinum","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Far rarer than gold, platinum may either be treated as the pinnacle of wealth, or the vestige of a bygone age that may be met with distrust or envy.

\n

Unlike gold, platinum is almost exclusively mined underground.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":500,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/ore-silver.jpg","effects":[]} {"_id":"Gh1JxTlM9aRGNrUH","name":"Linen","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of linen of average quality and weight. Used for all many of items and clothing.

\n

Longer lasting than cotton, its durability and breathability make it particularly valued in warm climtes.

\n

Different types of linen do exist, with lighter weaves starting at 6 ounces per square yard, and the rest going up to 15 ounces.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":0.6,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-blue.jpg","effects":[]} {"_id":"HHh7Ihuk8ToxJzQX","name":"Gold","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Gold is the king of currency for many civilizations. Usually more common than the likes of platinum, but nowhere near as common as other metals like iron, it occupies a sweet spot in rarity and unreactiveness.

\n

Unlike silver, gold can be found more easily on the surface. Both surface and underground mining can be extremely profitable. Gold rushes can and have been a source a great happiness and huge tragedy.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bar-gold.jpg","effects":[]} -{"_id":"Mrmkw4uaWX6UKpbn","name":"Saffron","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Likely to be one of the most highly prized ingredients in the world, saffron is so expensive because it is so labor-intensive to produce. Made from the Crocus sativus, or more commonly the \"saffron crocus\", it takes 80,000 crocus flowers to produce 1 pound of saffron. By weight, it is worth more than gold. Treasured by the most discerning of cooks and apothecaries for its flavoring and purported health benefits.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/spices.jpg","effects":[]} +{"_id":"Mrmkw4uaWX6UKpbn","name":"Saffron","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Likely to be one of the most highly prized ingredients in the world, saffron is so expensive because it is so labor-intensive to produce. Made from the Crocus sativus, or more commonly the \"saffron crocus\", it takes 80,000 crocus flowers to produce 1 pound of saffron.By weight, it is worth more than gold. Treasured by the most discerning of cooks and apothecaries for its flavoring and purported health benefits.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/spices.jpg","effects":[]} {"_id":"P29EeDJQrJJXOIuK","name":"Sheep","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A useful creature for small-area farmers and highland dwellers, though not quite as nimble as goats, they have the valuable ability to be sheared every year, giving people a source of clothing, rugs, and throws for beds and chairs. Their larger size also means they are more valuable for slaughter.

\n

Depending on the breed, adult sheep can range from 100 pounds all the way up to 350 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":225,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]} {"_id":"Pn04ySJYcG06Jc4a","name":"Cinnamon","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Taken from the inner bark of the cinnamon tree, a popular if slightly rarer spice, amongst chefs of the world. Adored by children when combined with sugar to make many kinds of treats.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/spices.jpg","effects":[]} {"_id":"V3uxNwciT4Ln7S4k","name":"Iron","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Often the workhorse of the metalworker, iron is appreciated for its relative abundence and ease of attainment. Surface iron can be found from fallen meteors and xenoliths, but is much more commonly mined underground. However, care must be given otherwise rust will take its toll.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/inventory/bar-silver.jpg","effects":[]} @@ -20,4 +20,4 @@ {"_id":"l1YRv9sdhQPaSQop","name":"Chicken","permission":{"default":0},"type":"loot","data":{"description":{"value":"

The source of omelettes and chicken wings, the average adult chicken weighs between 5 and 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":8,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-beak.jpg","effects":[]} {"_id":"mFJkwdzb9IpLC3Ip","name":"Canvas","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of canvas of average quality and weight. Used for all many of items and clothing.

\n

Graded from 1 to 12, the lower the number, the better the quality and the heavier the weight. #1 quality canvas weighs around 1.7 pounds per square yard, while the weaker, lighter #12 can weigh only 0.7 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1.2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/cloth-red.jpg","effects":[]} {"_id":"pMj0mA1wyEhoO6zP","name":"Goat","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A useful creature for small-area farmers and highland dwellers, goats are effective at keeping meadows from overgrowing while providing milk, cheese, and eventually skins and meat.

\n

Depending on the breed, adult goats can range from 45 pounds all the way up to 300 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":175,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]} -{"_id":"u753EokyA4vjksle","name":"Cloves","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A strong spice treasured by both chefs and distillers, working well to flavor meat and stews, rich sauces, warm beverages like cider and chai tea, bread, cheeses, and sweet desserts like pies and fruitcakes. 

\n

Cloves are the rich, dried, unopened buds of the Syzygium aromaticum, an evergreen tree in the myrtle family.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/seeds.jpg","effects":[]} +{"_id":"u753EokyA4vjksle","name":"Cloves","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A strong spice treasured by both chefs and distillers, working well to flavor meat and stews, rich sauces, warm beverages like cider and chai tea, bread, cheeses, and sweet desserts like pies and fruitcakes.

\n

Cloves are the rich, dried, unopened buds of the Syzygium aromaticum, an evergreen tree in the myrtle family.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/seeds.jpg","effects":[]} diff --git a/system.json b/system.json index 3ddde5bf..a15bbaa7 100644 --- a/system.json +++ b/system.json @@ -2,7 +2,7 @@ "name": "sw5e", "title": "SW5e - Fifth Edition System", "description": "A system for playing the fifth edition of the worlds most popular role-playing game in the Foundry Virtual Tabletop environment.", - "version": "1.1.1", + "version": "1.2.0", "author": "Atropos", "scripts": [], "esmodules": ["sw5e.js"], @@ -92,8 +92,8 @@ "primaryTokenAttribute": "attributes.hp", "secondaryTokenAttribute": null, "minimumCoreVersion": "0.7.6", - "compatibleCoreVersion": "0.7.6", + "compatibleCoreVersion": "0.7.9", "url": "https://gitlab.com/foundrynet/sw5e", "manifest": "https://gitlab.com/foundrynet/sw5e/raw/master/system.json", - "download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.1.1/sw5e-release-1.1.1.zip" + "download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.0/sw5e-release-1.2.0.zip" } diff --git a/template.json b/template.json index f6068a7f..94d551e3 100644 --- a/template.json +++ b/template.json @@ -89,10 +89,15 @@ "units": "ft", "hover": false }, - "powercasting": "int", - "speed": { - "_deprecated": true - } + "senses": { + "darkvision": 0, + "blindsight": 0, + "tremorsense": 0, + "truesight": 0, + "units": "ft", + "special": "" + }, + "powercasting": "int" }, "details": { "alignment": "", @@ -173,7 +178,6 @@ } }, "traits": { - "senses": "", "languages": { "value": [], "custom": "" @@ -230,11 +234,11 @@ "attack": "", "damage": "" }, - "msak": { + "mpak": { "attack": "", "damage": "" }, - "rsak": { + "rpak": { "attack": "", "damage": "" }, @@ -249,6 +253,7 @@ } } }, + "htmlFields": ["details.biography.value", "details.biography.public"], "character": { "templates": ["common", "creature"], "attributes": { @@ -410,6 +415,7 @@ "weight": 0, "price": 0, "attuned": false, + "attunement": 0, "equipped": false, "rarity": "", "identified": true @@ -475,6 +481,7 @@ } } }, + "htmlFields": ["description.value", "description.chat", "description.unidentified"], "backpack": { "templates": ["itemDescription", "physicalItem"], "capacity": { diff --git a/templates/actors/character-sheet.html b/templates/actors/character-sheet.html index 399b8dc4..2da6c7fb 100644 --- a/templates/actors/character-sheet.html +++ b/templates/actors/character-sheet.html @@ -81,9 +81,10 @@ -
  • +
  • - {{ localize "SW5E.Speed" }} + {{ localize "SW5E.Movement" }} +

    {{movement.primary}} diff --git a/templates/actors/npc-sheet.html b/templates/actors/npc-sheet.html index e7b0a5fb..298e8f52 100644 --- a/templates/actors/npc-sheet.html +++ b/templates/actors/npc-sheet.html @@ -61,9 +61,10 @@
  • -
  • +
  • - {{ localize "SW5E.Speed" }} + {{ localize "SW5E.Movement" }} +

      @@ -30,28 +31,28 @@
        {{#each powerbook as |section|}}
      1. -

        {{section.label}}

        - -
        - {{#if section.usesSlots}} - - / - - {{{section.slots}}} - {{#if ../editable}} - - - +
        +

        {{section.label}}

        +
        + {{#if section.usesSlots}} + + / + + {{{section.slots}}} + {{#if ../editable}} + + + + {{/if}} + + {{ else }} + {{{section.uses}}} + / + {{{section.slots}}} {{/if}} - - {{ else }} - {{{section.uses}}} - / - {{{section.slots}}} - {{/if}} +
        -
        {{localize "SW5E.PowerSchool"}}
        {{localize "SW5E.PowerUsage"}}
        {{localize "SW5E.PowerTarget"}}
        @@ -74,12 +75,11 @@ {{#if item.data.uses.per }}
        Uses {{item.data.uses.value}} / {{item.data.uses.max}}
        {{/if}} -
        - -
        - {{#each labels.components}} - {{this}} - {{/each}} +
        + {{#each labels.components}} + {{this}} + {{/each}} +
        {{labels.school}}
        {{labels.activation}}
        diff --git a/templates/actors/parts/actor-traits.html b/templates/actors/parts/actor-traits.html index 50a901eb..da24c5a1 100644 --- a/templates/actors/parts/actor-traits.html +++ b/templates/actors/parts/actor-traits.html @@ -11,14 +11,14 @@ {{#unless isVehicle}} -
        - - -
        - -
        +
        - + +
          + {{#each senses as |v k|}} +
        • {{v}}
        • + {{/each}} +
        @@ -123,7 +123,7 @@ {{#unless isVehicle}}
        - +
        {{/unless}}
        diff --git a/templates/apps/ability-use.html b/templates/apps/ability-use.html index 870bec73..b3578c4d 100644 --- a/templates/apps/ability-use.html +++ b/templates/apps/ability-use.html @@ -5,11 +5,11 @@

        {{localize this}}

        {{/each}} - {{#if canUpcast}} + {{#if consumePowerSlot}}
        - {{#select item.data.level}} {{#each powerLevels as |l|}} @@ -24,13 +24,25 @@
        {{/if}} - {{#if hasLimitedUses}} + {{#if consumeUses}}
        {{/if}} - {{#if hasPlaceableTemplate}} + {{#if consumeResource}} +
        + +
        + {{/if}} + + {{#if consumeRecharge}} +
        + +
        + {{/if}} + + {{#if createTemplate}}
        +
        + + +
        +

        {{ localize "SW5E.ItemConsumableUsage" }}

        diff --git a/templates/items/equipment.html b/templates/items/equipment.html index 4b71acdb..1cb770c9 100644 --- a/templates/items/equipment.html +++ b/templates/items/equipment.html @@ -59,6 +59,13 @@
        {{#unless isMountable}} +
        + + +
        + {{!-- Equipment Status --}}
        @@ -71,9 +78,6 @@ -
        {{/unless}} diff --git a/templates/items/parts/item-action.html b/templates/items/parts/item-action.html index c2fada82..0b827599 100644 --- a/templates/items/parts/item-action.html +++ b/templates/items/parts/item-action.html @@ -30,7 +30,7 @@
        - +
        {{/if}} diff --git a/templates/items/parts/item-activation.html b/templates/items/parts/item-activation.html index b0091a46..454793f1 100644 --- a/templates/items/parts/item-activation.html +++ b/templates/items/parts/item-activation.html @@ -113,7 +113,7 @@
        {{ localize "SW5E.of" }} - + {{ localize "SW5E.per" }} + {{selectOptions config.attunements selected=data.attunement localize=true}} + +
        + {{!-- Weapon Status --}}
        @@ -71,9 +78,6 @@ -
        {{/unless}} diff --git a/tokens/beast/GiantToad.png b/tokens/beast/GiantToad.png new file mode 100644 index 00000000..6f11a6ea Binary files /dev/null and b/tokens/beast/GiantToad.png differ diff --git a/tokens/beast/Warhorse.png b/tokens/beast/Warhorse.png new file mode 100644 index 00000000..cbdff945 Binary files /dev/null and b/tokens/beast/Warhorse.png differ diff --git a/tokens/construct/AnimatedArmor.png b/tokens/construct/AnimatedArmor.png new file mode 100644 index 00000000..879eb551 Binary files /dev/null and b/tokens/construct/AnimatedArmor.png differ diff --git a/tokens/dragon/BrassDragonWyrmling.png b/tokens/dragon/BrassDragonWyrmling.png new file mode 100644 index 00000000..7904265b Binary files /dev/null and b/tokens/dragon/BrassDragonWyrmling.png differ diff --git a/tokens/humanoid/Bugbear.png b/tokens/humanoid/Bugbear.png new file mode 100644 index 00000000..25b27c86 Binary files /dev/null and b/tokens/humanoid/Bugbear.png differ diff --git a/tokens/humanoid/Duergar.png b/tokens/humanoid/Duergar.png new file mode 100644 index 00000000..fe8ab2fc Binary files /dev/null and b/tokens/humanoid/Duergar.png differ diff --git a/tokens/humanoid/Skulk.png b/tokens/humanoid/Skulk.png new file mode 100644 index 00000000..dd70839b Binary files /dev/null and b/tokens/humanoid/Skulk.png differ diff --git a/tokens/monstrosity/Cockatrice.png b/tokens/monstrosity/Cockatrice.png new file mode 100644 index 00000000..d6e7f956 Binary files /dev/null and b/tokens/monstrosity/Cockatrice.png differ diff --git a/tokens/monstrosity/RustMonster.png b/tokens/monstrosity/RustMonster.png new file mode 100644 index 00000000..cda80970 Binary files /dev/null and b/tokens/monstrosity/RustMonster.png differ diff --git a/tokens/monstrosity/Worg.png b/tokens/monstrosity/Worg.png new file mode 100644 index 00000000..df5dba3d Binary files /dev/null and b/tokens/monstrosity/Worg.png differ diff --git a/tokens/undead/Ghoul.png b/tokens/undead/Ghoul.png index e010483d..8b42049d 100644 Binary files a/tokens/undead/Ghoul.png and b/tokens/undead/Ghoul.png differ